Shader "KSP/Alpha/Cutoff"
{
	Properties 
	{
		_Color ("Main Color", Color) = (1,1,1,1)
		_MainTex("_MainTex (RGB Alpha(A))", 2D) = "white" {}
	    _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5

		_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
		_RimColor("_RimColor", Color) = (0,0,0,0)
	}
	
	SubShader 
	{
		Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
		ZWrite On
		ZTest LEqual
		Blend SrcAlpha OneMinusSrcAlpha 

			
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardBase" }
		ColorMask RGB
Program "vp" {
// Vertex combos: 12
//   opengl - ALU: 19 to 79
//   d3d9 - ALU: 20 to 82
//   d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
"!!ARBvp1.0
# 43 ALU
PARAM c[24] = { { 1 },
		state.matrix.mvp,
		program.local[5..23] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.y, R1, c[19];
DP4 R3.x, R1, c[18];
ADD R2.xyz, R2, R3;
MAD R0.x, R0, R0, -R0.y;
MUL R3.xyz, R0.x, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
ADD result.texcoord[3].xyz, R2, R3;
MOV R0.xyz, c[13];
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[22].w, -vertex.position;
MUL R2.xyz, R1, vertex.attrib[14].w;
MOV R1, c[14];
DP4 R3.z, R1, c[11];
DP4 R3.x, R1, c[9];
DP4 R3.y, R1, c[10];
DP3 result.texcoord[1].y, R0, R2;
DP3 result.texcoord[2].y, R2, R3;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP3 result.texcoord[2].z, vertex.normal, R3;
DP3 result.texcoord[2].x, vertex.attrib[14], R3;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 43 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_WorldSpaceLightPos0]
Vector 14 [unity_SHAr]
Vector 15 [unity_SHAg]
Vector 16 [unity_SHAb]
Vector 17 [unity_SHBr]
Vector 18 [unity_SHBg]
Vector 19 [unity_SHBb]
Vector 20 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 21 [unity_Scale]
Vector 22 [_MainTex_ST]
"vs_2_0
; 46 ALU
def c23, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r1.xyz, v2, c21.w
dp3 r2.w, r1, c5
dp3 r0.x, r1, c4
dp3 r0.z, r1, c6
mov r0.y, r2.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c23.x
dp4 r2.z, r0, c16
dp4 r2.y, r0, c15
dp4 r2.x, r0, c14
mul r0.y, r2.w, r2.w
dp4 r3.z, r1, c19
dp4 r3.y, r1, c18
dp4 r3.x, r1, c17
add r1.xyz, r2, r3
mad r0.x, r0, r0, -r0.y
mul r2.xyz, r0.x, c20
add oT3.xyz, r1, r2
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r3.xyz, r0, v1.w
mov r0, c10
dp4 r4.z, c13, r0
mov r0, c9
mov r1.w, c23.x
mov r1.xyz, c12
dp4 r4.y, c13, r0
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c21.w, -v0
mov r1, c8
dp4 r4.x, c13, r1
dp3 oT1.y, r2, r3
dp3 oT2.y, r3, r4
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
dp3 oT2.z, v2, r4
dp3 oT2.x, v1, r4
mad oT0.xy, v3, c22, c22.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_7 = tmpvar_1.xyz;
  tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_9;
  tmpvar_9[0].x = tmpvar_7.x;
  tmpvar_9[0].y = tmpvar_8.x;
  tmpvar_9[0].z = tmpvar_2.x;
  tmpvar_9[1].x = tmpvar_7.y;
  tmpvar_9[1].y = tmpvar_8.y;
  tmpvar_9[1].z = tmpvar_2.y;
  tmpvar_9[2].x = tmpvar_7.z;
  tmpvar_9[2].y = tmpvar_8.z;
  tmpvar_9[2].z = tmpvar_2.z;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_10;
  highp vec4 tmpvar_11;
  tmpvar_11.w = 1.0;
  tmpvar_11.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_13;
  mediump vec4 normal_14;
  normal_14 = tmpvar_12;
  highp float vC_15;
  mediump vec3 x3_16;
  mediump vec3 x2_17;
  mediump vec3 x1_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHAr, normal_14);
  x1_18.x = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAg, normal_14);
  x1_18.y = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAb, normal_14);
  x1_18.z = tmpvar_21;
  mediump vec4 tmpvar_22;
  tmpvar_22 = (normal_14.xyzz * normal_14.yzzx);
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHBr, tmpvar_22);
  x2_17.x = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBg, tmpvar_22);
  x2_17.y = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBb, tmpvar_22);
  x2_17.z = tmpvar_25;
  mediump float tmpvar_26;
  tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y));
  vC_15 = tmpvar_26;
  highp vec3 tmpvar_27;
  tmpvar_27 = (unity_SHC.xyz * vC_15);
  x3_16 = tmpvar_27;
  tmpvar_13 = ((x1_18 + x2_17) + x3_16);
  shlight_3 = tmpvar_13;
  tmpvar_5 = shlight_3;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 c_13;
  c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0));
  c_13.w = tmpvar_4;
  c_1.w = c_13.w;
  c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES


#ifdef VERTEX

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_7 = tmpvar_1.xyz;
  tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_9;
  tmpvar_9[0].x = tmpvar_7.x;
  tmpvar_9[0].y = tmpvar_8.x;
  tmpvar_9[0].z = tmpvar_2.x;
  tmpvar_9[1].x = tmpvar_7.y;
  tmpvar_9[1].y = tmpvar_8.y;
  tmpvar_9[1].z = tmpvar_2.y;
  tmpvar_9[2].x = tmpvar_7.z;
  tmpvar_9[2].y = tmpvar_8.z;
  tmpvar_9[2].z = tmpvar_2.z;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_10;
  highp vec4 tmpvar_11;
  tmpvar_11.w = 1.0;
  tmpvar_11.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_13;
  mediump vec4 normal_14;
  normal_14 = tmpvar_12;
  highp float vC_15;
  mediump vec3 x3_16;
  mediump vec3 x2_17;
  mediump vec3 x1_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHAr, normal_14);
  x1_18.x = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAg, normal_14);
  x1_18.y = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAb, normal_14);
  x1_18.z = tmpvar_21;
  mediump vec4 tmpvar_22;
  tmpvar_22 = (normal_14.xyzz * normal_14.yzzx);
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHBr, tmpvar_22);
  x2_17.x = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBg, tmpvar_22);
  x2_17.y = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBb, tmpvar_22);
  x2_17.z = tmpvar_25;
  mediump float tmpvar_26;
  tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y));
  vC_15 = tmpvar_26;
  highp vec3 tmpvar_27;
  tmpvar_27 = (unity_SHC.xyz * vC_15);
  x3_16 = tmpvar_27;
  tmpvar_13 = ((x1_18 + x2_17) + x3_16);
  shlight_3 = tmpvar_13;
  tmpvar_5 = shlight_3;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 c_13;
  c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0));
  c_13.w = tmpvar_4;
  c_1.w = c_13.w;
  c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_WorldSpaceLightPos0]
Vector 14 [unity_SHAr]
Vector 15 [unity_SHAg]
Vector 16 [unity_SHAb]
Vector 17 [unity_SHBr]
Vector 18 [unity_SHBg]
Vector 19 [unity_SHBb]
Vector 20 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 21 [unity_Scale]
Vector 22 [_MainTex_ST]
"agal_vs
c23 1.0 0.0 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w
bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5
bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4
bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6
aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w
adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx
aaaaaaaaaaaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c23.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16
bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15
bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14
adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w
bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19
bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18
bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17
abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz
adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x
acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y
adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20
abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
aaaaaaaaabaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c23.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w
acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1
bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz
bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz
adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22
abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 421
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 425
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 429
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    #line 433
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 436
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 438
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 442
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 446
    o.Gloss = 0.0;
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = 1.0;
    #line 450
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    #line 454
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_WorldSpaceCameraPos]
Matrix 9 [_World2Object]
Vector 15 [unity_Scale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
"!!ARBvp1.0
# 19 ALU
PARAM c[18] = { { 1 },
		state.matrix.mvp,
		program.local[5..17] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R1.xyz, R0, vertex.attrib[14].w;
MOV R0.xyz, c[13];
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[15].w, -vertex.position;
DP3 result.texcoord[1].y, R0, R1;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw;
MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 19 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Matrix 8 [_World2Object]
Vector 13 [unity_Scale]
Vector 14 [unity_LightmapST]
Vector 15 [_MainTex_ST]
"vs_2_0
; 20 ALU
def c16, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r1.xyz, r0, v1.w
mov r0.xyz, c12
mov r0.w, c16.x
dp4 r2.z, r0, c10
dp4 r2.x, r0, c8
dp4 r2.y, r0, c9
mad r0.xyz, r2, c13.w, -v0
dp3 oT1.y, r0, r1
dp3 oT1.z, v2, r0
dp3 oT1.x, r0, v1
mad oT0.xy, v3, c15, c15.zwzw
mad oT2.xy, v4, c14, c14.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 128 // 112 used size, 9 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_13.w) * tmpvar_13.xyz));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Matrix 8 [_World2Object]
Vector 13 [unity_Scale]
Vector 14 [unity_LightmapST]
Vector 15 [_MainTex_ST]
"agal_vs
c16 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12
aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10
bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8
bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9
adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w
acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0
bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15
abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14
abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 128 // 112 used size, 9 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D unity_Lightmap;
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    #line 420
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 424
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 428
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D unity_Lightmap;
uniform lowp float _Cutoff;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 435
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 437
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 441
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 445
    o.Gloss = 0.0;
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = 1.0;
    #line 449
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * lm);
    #line 453
    c.w = o.Alpha;
    c.xyz += o.Emission;
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_WorldSpaceCameraPos]
Matrix 9 [_World2Object]
Vector 15 [unity_Scale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
"!!ARBvp1.0
# 19 ALU
PARAM c[18] = { { 1 },
		state.matrix.mvp,
		program.local[5..17] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R1.xyz, R0, vertex.attrib[14].w;
MOV R0.xyz, c[13];
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[15].w, -vertex.position;
DP3 result.texcoord[1].y, R0, R1;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw;
MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 19 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Matrix 8 [_World2Object]
Vector 13 [unity_Scale]
Vector 14 [unity_LightmapST]
Vector 15 [_MainTex_ST]
"vs_2_0
; 20 ALU
def c16, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r1.xyz, r0, v1.w
mov r0.xyz, c12
mov r0.w, c16.x
dp4 r2.z, r0, c10
dp4 r2.x, r0, c8
dp4 r2.y, r0, c9
mad r0.xyz, r2, c13.w, -v0
dp3 oT1.y, r0, r1
dp3 oT1.z, v2, r0
dp3 oT1.x, r0, v1
mad oT0.xy, v3, c15, c15.zwzw
mad oT2.xy, v4, c14, c14.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 128 // 112 used size, 9 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  mat3 tmpvar_13;
  tmpvar_13[0].x = 0.816497;
  tmpvar_13[0].y = -0.408248;
  tmpvar_13[0].z = -0.408248;
  tmpvar_13[1].x = 0.0;
  tmpvar_13[1].y = 0.707107;
  tmpvar_13[1].z = -0.707107;
  tmpvar_13[2].x = 0.57735;
  tmpvar_13[2].y = 0.57735;
  tmpvar_13[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_14;
  mediump vec3 lm_15;
  lowp vec3 tmpvar_16;
  tmpvar_16 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_15 = tmpvar_16;
  lowp vec3 tmpvar_17;
  tmpvar_17 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_14 = tmpvar_17;
  lm_15 = (lm_15 * dot (clamp ((tmpvar_13 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_14));
  mediump vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_2 * lm_15);
  c_1.xyz = tmpvar_18;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (unity_LightmapInd, xlv_TEXCOORD2);
  mat3 tmpvar_15;
  tmpvar_15[0].x = 0.816497;
  tmpvar_15[0].y = -0.408248;
  tmpvar_15[0].z = -0.408248;
  tmpvar_15[1].x = 0.0;
  tmpvar_15[1].y = 0.707107;
  tmpvar_15[1].z = -0.707107;
  tmpvar_15[2].x = 0.57735;
  tmpvar_15[2].y = 0.57735;
  tmpvar_15[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_16;
  mediump vec3 lm_17;
  lowp vec3 tmpvar_18;
  tmpvar_18 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz);
  lm_17 = tmpvar_18;
  lowp vec3 tmpvar_19;
  tmpvar_19 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz);
  scalePerBasisVector_16 = tmpvar_19;
  lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16));
  mediump vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_2 * lm_17);
  c_1.xyz = tmpvar_20;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Matrix 8 [_World2Object]
Vector 13 [unity_Scale]
Vector 14 [unity_LightmapST]
Vector 15 [_MainTex_ST]
"agal_vs
c16 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12
aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10
bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8
bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9
adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w
acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0
bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15
abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14
abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 128 // 112 used size, 9 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    #line 420
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 424
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 428
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform lowp float _Cutoff;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 436
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 438
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 442
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 446
    o.Gloss = 0.0;
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = 1.0;
    #line 450
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz;
    #line 454
    c.xyz += (o.Albedo * lm);
    c.w = o.Alpha;
    c.xyz += o.Emission;
    c.w = o.Alpha;
    #line 458
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [_WorldSpaceLightPos0]
Vector 16 [unity_SHAr]
Vector 17 [unity_SHAg]
Vector 18 [unity_SHAb]
Vector 19 [unity_SHBr]
Vector 20 [unity_SHBg]
Vector 21 [unity_SHBb]
Vector 22 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 23 [unity_Scale]
Vector 24 [_MainTex_ST]
"!!ARBvp1.0
# 48 ALU
PARAM c[25] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..24] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[23].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[18];
DP4 R2.y, R0, c[17];
DP4 R2.x, R0, c[16];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[21];
DP4 R3.y, R1, c[20];
DP4 R3.x, R1, c[19];
ADD R2.xyz, R2, R3;
MAD R0.x, R0, R0, -R0.y;
MUL R3.xyz, R0.x, c[22];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
ADD result.texcoord[3].xyz, R2, R3;
MOV R0.w, c[0].x;
MOV R0.xyz, c[13];
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[23].w, -vertex.position;
MUL R2.xyz, R1, vertex.attrib[14].w;
MOV R1, c[15];
DP4 R3.z, R1, c[11];
DP4 R3.x, R1, c[9];
DP4 R3.y, R1, c[10];
DP3 result.texcoord[1].y, R0, R2;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP4 R0.w, vertex.position, c[4];
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[2].y, R2, R3;
DP3 result.texcoord[2].z, vertex.normal, R3;
DP3 result.texcoord[2].x, vertex.attrib[14], R3;
ADD result.texcoord[4].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[4].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[24], c[24].zwzw;
END
# 48 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Vector 15 [_WorldSpaceLightPos0]
Vector 16 [unity_SHAr]
Vector 17 [unity_SHAg]
Vector 18 [unity_SHAb]
Vector 19 [unity_SHBr]
Vector 20 [unity_SHBg]
Vector 21 [unity_SHBb]
Vector 22 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 23 [unity_Scale]
Vector 24 [_MainTex_ST]
"vs_2_0
; 51 ALU
def c25, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r1.xyz, v2, c23.w
dp3 r2.w, r1, c5
dp3 r0.x, r1, c4
dp3 r0.z, r1, c6
mov r0.y, r2.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c25.x
dp4 r2.z, r0, c18
dp4 r2.y, r0, c17
dp4 r2.x, r0, c16
mul r0.y, r2.w, r2.w
dp4 r3.z, r1, c21
dp4 r3.y, r1, c20
dp4 r3.x, r1, c19
add r1.xyz, r2, r3
mad r0.x, r0, r0, -r0.y
mul r2.xyz, r0.x, c22
add oT3.xyz, r1, r2
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r3.xyz, r0, v1.w
mov r0, c10
dp4 r4.z, c15, r0
mov r0, c9
dp4 r4.y, c15, r0
mov r1.w, c25.x
mov r1.xyz, c12
dp4 r0.w, v0, c3
dp4 r0.z, v0, c2
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c23.w, -v0
mov r1, c8
dp4 r4.x, c15, r1
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c25.y
mul r1.y, r1, c13.x
dp3 oT1.y, r2, r3
dp3 oT2.y, r3, r4
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
dp3 oT2.z, v2, r4
dp3 oT2.x, v1, r4
mad oT4.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT4.zw, r0
mad oT0.xy, v3, c24, c24.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 45 instructions, 5 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_7 = tmpvar_1.xyz;
  tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_9;
  tmpvar_9[0].x = tmpvar_7.x;
  tmpvar_9[0].y = tmpvar_8.x;
  tmpvar_9[0].z = tmpvar_2.x;
  tmpvar_9[1].x = tmpvar_7.y;
  tmpvar_9[1].y = tmpvar_8.y;
  tmpvar_9[1].z = tmpvar_2.y;
  tmpvar_9[2].x = tmpvar_7.z;
  tmpvar_9[2].y = tmpvar_8.z;
  tmpvar_9[2].z = tmpvar_2.z;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_10;
  highp vec4 tmpvar_11;
  tmpvar_11.w = 1.0;
  tmpvar_11.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_13;
  mediump vec4 normal_14;
  normal_14 = tmpvar_12;
  highp float vC_15;
  mediump vec3 x3_16;
  mediump vec3 x2_17;
  mediump vec3 x1_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHAr, normal_14);
  x1_18.x = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAg, normal_14);
  x1_18.y = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAb, normal_14);
  x1_18.z = tmpvar_21;
  mediump vec4 tmpvar_22;
  tmpvar_22 = (normal_14.xyzz * normal_14.yzzx);
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHBr, tmpvar_22);
  x2_17.x = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBg, tmpvar_22);
  x2_17.y = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBb, tmpvar_22);
  x2_17.z = tmpvar_25;
  mediump float tmpvar_26;
  tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y));
  vC_15 = tmpvar_26;
  highp vec3 tmpvar_27;
  tmpvar_27 = (unity_SHC.xyz * vC_15);
  x3_16 = tmpvar_27;
  tmpvar_13 = ((x1_18 + x2_17) + x3_16);
  shlight_3 = tmpvar_13;
  tmpvar_5 = shlight_3;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp float tmpvar_13;
  mediump float lightShadowDataX_14;
  highp float dist_15;
  lowp float tmpvar_16;
  tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_15 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = _LightShadowData.x;
  lightShadowDataX_14 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_14);
  tmpvar_13 = tmpvar_18;
  lowp vec4 c_19;
  c_19.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * tmpvar_13) * 2.0));
  c_19.w = tmpvar_4;
  c_1.w = c_19.w;
  c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (glstate_matrix_mvp * _glesVertex);
  mat3 tmpvar_7;
  tmpvar_7[0] = _Object2World[0].xyz;
  tmpvar_7[1] = _Object2World[1].xyz;
  tmpvar_7[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_11;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_14;
  mediump vec4 normal_15;
  normal_15 = tmpvar_13;
  highp float vC_16;
  mediump vec3 x3_17;
  mediump vec3 x2_18;
  mediump vec3 x1_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAr, normal_15);
  x1_19.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAg, normal_15);
  x1_19.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAb, normal_15);
  x1_19.z = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = (normal_15.xyzz * normal_15.yzzx);
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBr, tmpvar_23);
  x2_18.x = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBg, tmpvar_23);
  x2_18.y = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBb, tmpvar_23);
  x2_18.z = tmpvar_26;
  mediump float tmpvar_27;
  tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y));
  vC_16 = tmpvar_27;
  highp vec3 tmpvar_28;
  tmpvar_28 = (unity_SHC.xyz * vC_16);
  x3_17 = tmpvar_28;
  tmpvar_14 = ((x1_19 + x2_18) + x3_17);
  shlight_3 = tmpvar_14;
  tmpvar_5 = shlight_3;
  highp vec4 o_29;
  highp vec4 tmpvar_30;
  tmpvar_30 = (tmpvar_6 * 0.5);
  highp vec2 tmpvar_31;
  tmpvar_31.x = tmpvar_30.x;
  tmpvar_31.y = (tmpvar_30.y * _ProjectionParams.x);
  o_29.xy = (tmpvar_31 + tmpvar_30.w);
  o_29.zw = tmpvar_6.zw;
  gl_Position = tmpvar_6;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = o_29;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 c_13;
  c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0));
  c_13.w = tmpvar_4;
  c_1.w = c_13.w;
  c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [unity_NPOTScale]
Vector 24 [_MainTex_ST]
"agal_vs
c25 1.0 0.5 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w
bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5
bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4
bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6
aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w
adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx
aaaaaaaaaaaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c25.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17
bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16
bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15
adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w
bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20
bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19
bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18
abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz
adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x
acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y
adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21
abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0
aaaaaaaaabaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c25.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaabjaaaaffabaaaaaa mul r1.xyz, r0.xyww, c25.y
adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz
bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz
adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24
abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 45 instructions, 5 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
eefiecedehollbdfljhgeohbnjkefkacnildhjooabaaaaaageamaaaaaeaaaaaa
daaaaaaadmaeaaaaoeakaaaakmalaaaaebgpgodjaeaeaaaaaeaeaaaaaaacpopp
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abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa
acaabcaaahaaafaaaaaaaaaaadaaaaaaaeaaamaaaaaaaaaaadaaamaaadaabaaa
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afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja
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afaaaaadabaaahiaaaaaffiabeaaoekaaeaaaaaeabaaahiabdaaoekaaaaaaaia
abaaoeiaaeaaaaaeaaaaahiabfaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahia
bgaaoekaaaaappiaaaaaoeiaaiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaac
abaaahiaacaaoejaafaaaaadacaaahiaabaanciaabaamjjaaeaaaaaeabaaahia
abaamjiaabaancjaacaaoeibafaaaaadabaaahiaabaaoeiaabaappjaaiaaaaad
acaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoejaaaaaoeiaabaaaaac
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ajaaoekaacaaoeiaajaaaaadadaaaeiaakaaoekaacaaoeiaacaaaaadabaaahia
abaaoeiaadaaoeiaafaaaaadaaaaaciaaaaaffiaaaaaffiaaeaaaaaeaaaaabia
aaaaaaiaaaaaaaiaaaaaffibaeaaaaaeadaaahoaalaaoekaaaaaaaiaabaaoeia
afaaaaadaaaaapiaaaaaffjaanaaoekaaeaaaaaeaaaaapiaamaaoekaaaaaaaja
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apaaoekaaaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffiaadaaaakaafaaaaad
abaaaiiaabaaaaiabiaaffkaafaaaaadabaaafiaaaaapeiabiaaffkaacaaaaad
aeaaadoaabaakkiaabaaomiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeia
abaaaaacaaaaammaaaaaoeiaabaaaaacaeaaamoaaaaaoeiappppaaaafdeieefc
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pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaa
acaaaaaagfaaaaadhccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagfaaaaad
pccabaaaafaaaaaagiaaaaacafaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa
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dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaa
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acaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa
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baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaa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"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 426
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 430
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 434
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 438
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 443
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 426
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 407
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 411
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 448
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 452
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 456
    o.Gloss = 0.0;
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    #line 460
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    #line 464
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Matrix 9 [_World2Object]
Vector 16 [unity_Scale]
Vector 17 [unity_LightmapST]
Vector 18 [_MainTex_ST]
"!!ARBvp1.0
# 24 ALU
PARAM c[19] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..18] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[16].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[3].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw;
MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw;
END
# 24 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Matrix 8 [_World2Object]
Vector 15 [unity_Scale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
"vs_2_0
; 25 ALU
def c18, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c12
mov r1.w, c18.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c15.w, -v0
dp3 oT1.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c18.y
mul r1.y, r1, c13.x
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
mad oT3.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT3.zw, r0
mad oT0.xy, v3, c17, c17.zwzw
mad oT2.xy, v4, c16, c16.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 176 used size, 10 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp float tmpvar_13;
  mediump float lightShadowDataX_14;
  highp float dist_15;
  lowp float tmpvar_16;
  tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x;
  dist_15 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = _LightShadowData.x;
  lightShadowDataX_14 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_14);
  tmpvar_13 = tmpvar_18;
  c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_13 * 2.0))));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3 = (glstate_matrix_mvp * _glesVertex);
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = _WorldSpaceCameraPos;
  highp vec4 o_8;
  highp vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_3 * 0.5);
  highp vec2 tmpvar_10;
  tmpvar_10.x = tmpvar_9.x;
  tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x);
  o_8.xy = (tmpvar_10 + tmpvar_9.w);
  o_8.zw = tmpvar_3.zw;
  gl_Position = tmpvar_3;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = o_8;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3);
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec3 tmpvar_15;
  tmpvar_15 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz);
  c_1.xyz = (tmpvar_2 * max (min (tmpvar_15, ((tmpvar_13.x * 2.0) * tmpvar_14.xyz)), (tmpvar_15 * tmpvar_13.x)));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Matrix 8 [_World2Object]
Vector 14 [unity_Scale]
Vector 15 [unity_NPOTScale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
"agal_vs
c18 1.0 0.5 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w
acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0
bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y
bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5
adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x
aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x
abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z
adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw
adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17
abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw
adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16
abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 176 used size, 10 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
eefiecedbjkifcpfmmeohjdndlmcpmgmeocigcnpabaaaaaammahaaaaaeaaaaaa
daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp
beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaajaa
acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa
acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp
aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac
afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae
aaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahiaadaaoekaafaaaaad
abaaahiaaaaaffiaakaaoekaaeaaaaaeaaaaaliaajaakekaaaaaaaiaabaakeia
aeaaaaaeaaaaahiaalaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeia
amaaoekaaeaaaaaeaaaaahiaaaaaoeiaanaappkaaaaaoejbaiaaaaadabaaaboa
abaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjia
acaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahia
abaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoa
acaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaagaaoekaaeaaaaaeaaaaapia
afaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaakkjaaaaaoeia
aeaaaaaeaaaaapiaaiaaoekaaaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffia
aeaaaakaafaaaaadabaaaiiaabaaaaiaaoaaaakaafaaaaadabaaafiaaaaapeia
aoaaaakaacaaaaadacaaadoaabaakkiaabaaomiaaeaaaaaeaaaaadmaaaaappia
aaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiaabaaaaacacaaamoaaaaaoeia
ppppaaaafdeieefcliadaaaaeaaaabaaooaaaaaafjaaaaaeegiocaaaaaaaaaaa
alaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaaeegiocaaaacaaaaaa
bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad
hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaa
ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaad
mccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaa
giaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa
acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa
agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa
aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa
dgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa
egbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaa
dcaaaaalmccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaajaaaaaa
kgiocaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaaabaaaaaa
cgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaa
abaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa
abaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaaabaaaaaa
aeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaa
acaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaal
hcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaa
egacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaa
acaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaa
acaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaa
egacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaa
abaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaa
egacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa
abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa
aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaakgaobaaa
aaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa
doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa
apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied
epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklkl"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 425
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform lowp float _Cutoff;
#line 445
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    #line 429
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 433
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 437
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 441
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
    xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 425
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform lowp float _Cutoff;
#line 445
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 407
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 411
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 445
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 449
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 453
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 457
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 461
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 465
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Matrix 9 [_World2Object]
Vector 16 [unity_Scale]
Vector 17 [unity_LightmapST]
Vector 18 [_MainTex_ST]
"!!ARBvp1.0
# 24 ALU
PARAM c[19] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..18] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[16].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[3].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw;
MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw;
END
# 24 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Matrix 8 [_World2Object]
Vector 15 [unity_Scale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
"vs_2_0
; 25 ALU
def c18, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c12
mov r1.w, c18.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c15.w, -v0
dp3 oT1.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c18.y
mul r1.y, r1, c13.x
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
mad oT3.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT3.zw, r0
mad oT0.xy, v3, c17, c17.zwzw
mad oT2.xy, v4, c16, c16.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 176 used size, 10 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp float tmpvar_13;
  mediump float lightShadowDataX_14;
  highp float dist_15;
  lowp float tmpvar_16;
  tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x;
  dist_15 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = _LightShadowData.x;
  lightShadowDataX_14 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_14);
  tmpvar_13 = tmpvar_18;
  mat3 tmpvar_19;
  tmpvar_19[0].x = 0.816497;
  tmpvar_19[0].y = -0.408248;
  tmpvar_19[0].z = -0.408248;
  tmpvar_19[1].x = 0.0;
  tmpvar_19[1].y = 0.707107;
  tmpvar_19[1].z = -0.707107;
  tmpvar_19[2].x = 0.57735;
  tmpvar_19[2].y = 0.57735;
  tmpvar_19[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_20;
  mediump vec3 lm_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_21 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_20 = tmpvar_23;
  lm_21 = (lm_21 * dot (clamp ((tmpvar_19 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_20));
  lowp vec3 tmpvar_24;
  tmpvar_24 = vec3((tmpvar_13 * 2.0));
  mediump vec3 tmpvar_25;
  tmpvar_25 = (tmpvar_2 * min (lm_21, tmpvar_24));
  c_1.xyz = tmpvar_25;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3 = (glstate_matrix_mvp * _glesVertex);
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = _WorldSpaceCameraPos;
  highp vec4 o_8;
  highp vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_3 * 0.5);
  highp vec2 tmpvar_10;
  tmpvar_10.x = tmpvar_9.x;
  tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x);
  o_8.xy = (tmpvar_10 + tmpvar_9.w);
  o_8.zw = tmpvar_3.zw;
  gl_Position = tmpvar_3;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = o_8;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3);
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (unity_LightmapInd, xlv_TEXCOORD2);
  mat3 tmpvar_16;
  tmpvar_16[0].x = 0.816497;
  tmpvar_16[0].y = -0.408248;
  tmpvar_16[0].z = -0.408248;
  tmpvar_16[1].x = 0.0;
  tmpvar_16[1].y = 0.707107;
  tmpvar_16[1].z = -0.707107;
  tmpvar_16[2].x = 0.57735;
  tmpvar_16[2].y = 0.57735;
  tmpvar_16[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_17;
  mediump vec3 lm_18;
  lowp vec3 tmpvar_19;
  tmpvar_19 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz);
  lm_18 = tmpvar_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz);
  scalePerBasisVector_17 = tmpvar_20;
  lm_18 = (lm_18 * dot (clamp ((tmpvar_16 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_17));
  lowp vec3 arg1_21;
  arg1_21 = ((tmpvar_13.x * 2.0) * tmpvar_14.xyz);
  mediump vec3 tmpvar_22;
  tmpvar_22 = (tmpvar_2 * max (min (lm_18, arg1_21), (lm_18 * tmpvar_13.x)));
  c_1.xyz = tmpvar_22;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Matrix 8 [_World2Object]
Vector 14 [unity_Scale]
Vector 15 [unity_NPOTScale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
"agal_vs
c18 1.0 0.5 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w
acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0
bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y
bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5
adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x
aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x
abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z
adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw
adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17
abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw
adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16
abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 176 used size, 10 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 425
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 445
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    #line 429
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 433
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 437
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 441
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
    xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 425
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 445
uniform lowp float _Cutoff;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 407
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 411
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 449
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 453
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 457
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 461
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    #line 465
    c.w = o.Alpha;
    c.xyz += o.Emission;
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_4LightPosX0]
Vector 16 [unity_4LightPosY0]
Vector 17 [unity_4LightPosZ0]
Vector 18 [unity_4LightAtten0]
Vector 19 [unity_LightColor0]
Vector 20 [unity_LightColor1]
Vector 21 [unity_LightColor2]
Vector 22 [unity_LightColor3]
Vector 23 [unity_SHAr]
Vector 24 [unity_SHAg]
Vector 25 [unity_SHAb]
Vector 26 [unity_SHBr]
Vector 27 [unity_SHBg]
Vector 28 [unity_SHBb]
Vector 29 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 30 [unity_Scale]
Vector 31 [_MainTex_ST]
"!!ARBvp1.0
# 74 ALU
PARAM c[32] = { { 1, 0 },
		state.matrix.mvp,
		program.local[5..31] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
MUL R3.xyz, vertex.normal, c[30].w;
DP4 R0.x, vertex.position, c[6];
ADD R1, -R0.x, c[16];
DP3 R3.w, R3, c[6];
DP3 R4.x, R3, c[5];
DP3 R3.x, R3, c[7];
MUL R2, R3.w, R1;
DP4 R0.x, vertex.position, c[5];
ADD R0, -R0.x, c[15];
MUL R1, R1, R1;
MOV R4.z, R3.x;
MAD R2, R4.x, R0, R2;
MOV R4.w, c[0].x;
DP4 R4.y, vertex.position, c[7];
MAD R1, R0, R0, R1;
ADD R0, -R4.y, c[17];
MAD R1, R0, R0, R1;
MAD R0, R3.x, R0, R2;
MUL R2, R1, c[18];
MOV R4.y, R3.w;
RSQ R1.x, R1.x;
RSQ R1.y, R1.y;
RSQ R1.w, R1.w;
RSQ R1.z, R1.z;
MUL R0, R0, R1;
ADD R1, R2, c[0].x;
RCP R1.x, R1.x;
RCP R1.y, R1.y;
RCP R1.w, R1.w;
RCP R1.z, R1.z;
MAX R0, R0, c[0].y;
MUL R0, R0, R1;
MUL R1.xyz, R0.y, c[20];
MAD R1.xyz, R0.x, c[19], R1;
MAD R0.xyz, R0.z, c[21], R1;
MAD R1.xyz, R0.w, c[22], R0;
MUL R0, R4.xyzz, R4.yzzx;
DP4 R3.z, R0, c[28];
DP4 R3.y, R0, c[27];
DP4 R3.x, R0, c[26];
MUL R1.w, R3, R3;
MAD R0.x, R4, R4, -R1.w;
MOV R0.w, c[0].x;
DP4 R2.z, R4, c[25];
DP4 R2.y, R4, c[24];
DP4 R2.x, R4, c[23];
ADD R2.xyz, R2, R3;
MUL R3.xyz, R0.x, c[29];
ADD R3.xyz, R2, R3;
MOV R0.xyz, vertex.attrib[14];
MUL R2.xyz, vertex.normal.zxyw, R0.yzxw;
ADD result.texcoord[3].xyz, R3, R1;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2;
MOV R0.xyz, c[13];
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[30].w, -vertex.position;
MUL R2.xyz, R1, vertex.attrib[14].w;
MOV R1, c[14];
DP4 R3.z, R1, c[11];
DP4 R3.x, R1, c[9];
DP4 R3.y, R1, c[10];
DP3 result.texcoord[1].y, R0, R2;
DP3 result.texcoord[2].y, R2, R3;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP3 result.texcoord[2].z, vertex.normal, R3;
DP3 result.texcoord[2].x, vertex.attrib[14], R3;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 74 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_WorldSpaceLightPos0]
Vector 14 [unity_4LightPosX0]
Vector 15 [unity_4LightPosY0]
Vector 16 [unity_4LightPosZ0]
Vector 17 [unity_4LightAtten0]
Vector 18 [unity_LightColor0]
Vector 19 [unity_LightColor1]
Vector 20 [unity_LightColor2]
Vector 21 [unity_LightColor3]
Vector 22 [unity_SHAr]
Vector 23 [unity_SHAg]
Vector 24 [unity_SHAb]
Vector 25 [unity_SHBr]
Vector 26 [unity_SHBg]
Vector 27 [unity_SHBb]
Vector 28 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 29 [unity_Scale]
Vector 30 [_MainTex_ST]
"vs_2_0
; 77 ALU
def c31, 1.00000000, 0.00000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r3.xyz, v2, c29.w
dp4 r0.x, v0, c5
add r1, -r0.x, c15
dp3 r3.w, r3, c5
dp3 r4.x, r3, c4
dp3 r3.x, r3, c6
mul r2, r3.w, r1
dp4 r0.x, v0, c4
add r0, -r0.x, c14
mul r1, r1, r1
mov r4.z, r3.x
mad r2, r4.x, r0, r2
mov r4.w, c31.x
dp4 r4.y, v0, c6
mad r1, r0, r0, r1
add r0, -r4.y, c16
mad r1, r0, r0, r1
mad r0, r3.x, r0, r2
mul r2, r1, c17
mov r4.y, r3.w
rsq r1.x, r1.x
rsq r1.y, r1.y
rsq r1.w, r1.w
rsq r1.z, r1.z
mul r0, r0, r1
add r1, r2, c31.x
dp4 r2.z, r4, c24
dp4 r2.y, r4, c23
dp4 r2.x, r4, c22
rcp r1.x, r1.x
rcp r1.y, r1.y
rcp r1.w, r1.w
rcp r1.z, r1.z
max r0, r0, c31.y
mul r0, r0, r1
mul r1.xyz, r0.y, c19
mad r1.xyz, r0.x, c18, r1
mad r0.xyz, r0.z, c20, r1
mad r1.xyz, r0.w, c21, r0
mul r0, r4.xyzz, r4.yzzx
mul r1.w, r3, r3
dp4 r3.z, r0, c27
dp4 r3.y, r0, c26
dp4 r3.x, r0, c25
mad r1.w, r4.x, r4.x, -r1
mul r0.xyz, r1.w, c28
add r2.xyz, r2, r3
add r2.xyz, r2, r0
add oT3.xyz, r2, r1
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r3.xyz, r0, v1.w
mov r0, c10
dp4 r4.z, c13, r0
mov r0, c9
mov r1.w, c31.x
mov r1.xyz, c12
dp4 r4.y, c13, r0
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c29.w, -v0
mov r1, c8
dp4 r4.x, c13, r1
dp3 oT1.y, r2, r3
dp3 oT2.y, r3, r4
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
dp3 oT2.z, v2, r4
dp3 oT2.x, v1, r4
mad oT0.xy, v3, c30, c30.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 64 instructions, 6 temp regs, 0 temp arrays:
// ALU 36 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaal
hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia
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abaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa
baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaj
hcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaa
dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaa
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bcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa
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abaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa
baaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah
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aaaaaaaaabeaaaaaaaaaiadpdiaaaaaihcaabaaaabaaaaaaegbcbaaaacaaaaaa
pgipcaaaadaaaaaabeaaaaaadiaaaaaihcaabaaaacaaaaaafgafbaaaabaaaaaa
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amaaaaaaagaabaaaabaaaaaaegaibaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa
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bcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaabbaaaaai
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pcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaa
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adaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaa
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abaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahicaabaaaaaaaaaaa
bkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakicaabaaaaaaaaaaaakaabaaa
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dcaaaaakhcaabaaaacaaaaaaegiccaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaa
egacbaaaacaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaaadaaaaaaaoaaaaaa
kgbkbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaa
adaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaaacaaaaaaaaaaaaajpcaabaaa
adaaaaaafgafbaiaebaaaaaaacaaaaaaegiocaaaacaaaaaaadaaaaaadiaaaaah
pcaabaaaaeaaaaaafgafbaaaaaaaaaaaegaobaaaadaaaaaadiaaaaahpcaabaaa
adaaaaaaegaobaaaadaaaaaaegaobaaaadaaaaaaaaaaaaajpcaabaaaafaaaaaa
agaabaiaebaaaaaaacaaaaaaegiocaaaacaaaaaaacaaaaaaaaaaaaajpcaabaaa
acaaaaaakgakbaiaebaaaaaaacaaaaaaegiocaaaacaaaaaaaeaaaaaadcaaaaaj
pcaabaaaaeaaaaaaegaobaaaafaaaaaaagaabaaaaaaaaaaaegaobaaaaeaaaaaa
dcaaaaajpcaabaaaaaaaaaaaegaobaaaacaaaaaakgakbaaaaaaaaaaaegaobaaa
aeaaaaaadcaaaaajpcaabaaaadaaaaaaegaobaaaafaaaaaaegaobaaaafaaaaaa
egaobaaaadaaaaaadcaaaaajpcaabaaaacaaaaaaegaobaaaacaaaaaaegaobaaa
acaaaaaaegaobaaaadaaaaaaeeaaaaafpcaabaaaadaaaaaaegaobaaaacaaaaaa
dcaaaaanpcaabaaaacaaaaaaegaobaaaacaaaaaaegiocaaaacaaaaaaafaaaaaa
aceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadpaoaaaaakpcaabaaaacaaaaaa
aceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadpegaobaaaacaaaaaadiaaaaah
pcaabaaaaaaaaaaaegaobaaaaaaaaaaaegaobaaaadaaaaaadeaaaaakpcaabaaa
aaaaaaaaegaobaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
diaaaaahpcaabaaaaaaaaaaaegaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaai
hcaabaaaacaaaaaafgafbaaaaaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaak
hcaabaaaacaaaaaaegiccaaaacaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaa
acaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaa
aaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaa
ajaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaa
egacbaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w));
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_11;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = tmpvar_7;
  mediump vec3 tmpvar_14;
  mediump vec4 normal_15;
  normal_15 = tmpvar_13;
  highp float vC_16;
  mediump vec3 x3_17;
  mediump vec3 x2_18;
  mediump vec3 x1_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAr, normal_15);
  x1_19.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAg, normal_15);
  x1_19.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAb, normal_15);
  x1_19.z = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = (normal_15.xyzz * normal_15.yzzx);
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBr, tmpvar_23);
  x2_18.x = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBg, tmpvar_23);
  x2_18.y = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBb, tmpvar_23);
  x2_18.z = tmpvar_26;
  mediump float tmpvar_27;
  tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y));
  vC_16 = tmpvar_27;
  highp vec3 tmpvar_28;
  tmpvar_28 = (unity_SHC.xyz * vC_16);
  x3_17 = tmpvar_28;
  tmpvar_14 = ((x1_19 + x2_18) + x3_17);
  shlight_3 = tmpvar_14;
  tmpvar_5 = shlight_3;
  highp vec3 tmpvar_29;
  tmpvar_29 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_30;
  tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x);
  highp vec4 tmpvar_31;
  tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y);
  highp vec4 tmpvar_32;
  tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z);
  highp vec4 tmpvar_33;
  tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32));
  highp vec4 tmpvar_34;
  tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0)))));
  highp vec3 tmpvar_35;
  tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w)));
  tmpvar_5 = tmpvar_35;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 c_13;
  c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0));
  c_13.w = tmpvar_4;
  c_1.w = c_13.w;
  c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w));
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_11;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = tmpvar_7;
  mediump vec3 tmpvar_14;
  mediump vec4 normal_15;
  normal_15 = tmpvar_13;
  highp float vC_16;
  mediump vec3 x3_17;
  mediump vec3 x2_18;
  mediump vec3 x1_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAr, normal_15);
  x1_19.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAg, normal_15);
  x1_19.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAb, normal_15);
  x1_19.z = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = (normal_15.xyzz * normal_15.yzzx);
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBr, tmpvar_23);
  x2_18.x = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBg, tmpvar_23);
  x2_18.y = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBb, tmpvar_23);
  x2_18.z = tmpvar_26;
  mediump float tmpvar_27;
  tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y));
  vC_16 = tmpvar_27;
  highp vec3 tmpvar_28;
  tmpvar_28 = (unity_SHC.xyz * vC_16);
  x3_17 = tmpvar_28;
  tmpvar_14 = ((x1_19 + x2_18) + x3_17);
  shlight_3 = tmpvar_14;
  tmpvar_5 = shlight_3;
  highp vec3 tmpvar_29;
  tmpvar_29 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_30;
  tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x);
  highp vec4 tmpvar_31;
  tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y);
  highp vec4 tmpvar_32;
  tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z);
  highp vec4 tmpvar_33;
  tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32));
  highp vec4 tmpvar_34;
  tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0)))));
  highp vec3 tmpvar_35;
  tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w)));
  tmpvar_5 = tmpvar_35;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 c_13;
  c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0));
  c_13.w = tmpvar_4;
  c_1.w = c_13.w;
  c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_WorldSpaceLightPos0]
Vector 14 [unity_4LightPosX0]
Vector 15 [unity_4LightPosY0]
Vector 16 [unity_4LightPosZ0]
Vector 17 [unity_4LightAtten0]
Vector 18 [unity_LightColor0]
Vector 19 [unity_LightColor1]
Vector 20 [unity_LightColor2]
Vector 21 [unity_LightColor3]
Vector 22 [unity_SHAr]
Vector 23 [unity_SHAg]
Vector 24 [unity_SHAb]
Vector 25 [unity_SHBr]
Vector 26 [unity_SHBg]
Vector 27 [unity_SHBb]
Vector 28 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 29 [unity_Scale]
Vector 30 [_MainTex_ST]
"agal_vs
c31 1.0 0.0 0.0 0.0
[bc]
adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5
bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x
abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15
bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5
bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4
bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6
adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x
abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14
adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1
aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x
adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0
abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2
aaaaaaaaaeaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c31.x
bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y
abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0
abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2
adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17
aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y
akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w
akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
abaaaaaaabaaapacacaaaaoeacaaaaaabpaaaaaaabaaaaaa add r1, r2, c31.x
bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24
bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23
bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22
afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x
afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y
afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w
afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z
ahaaaaaaaaaaapacaaaaaaoeacaaaaaabpaaaaffabaaaaaa max r0, r0, c31.y
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19
adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18
abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21
abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz
adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx
adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w
bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27
bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26
bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25
adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x
acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w
adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28
abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz
abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz
abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
aaaaaaaaabaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c31.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1
bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz
bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz
adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30
abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 64 instructions, 6 temp regs, 0 temp arrays:
// ALU 36 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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egaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaafgafbaaa
aaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaa
acaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaa
aaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaaaaaaaaaa
egacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
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acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa
imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
#line 437
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 421
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 425
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 429
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 433
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
#line 437
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 441
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 445
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 449
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    #line 453
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    c.w = o.Alpha;
    #line 457
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [_WorldSpaceLightPos0]
Vector 16 [unity_4LightPosX0]
Vector 17 [unity_4LightPosY0]
Vector 18 [unity_4LightPosZ0]
Vector 19 [unity_4LightAtten0]
Vector 20 [unity_LightColor0]
Vector 21 [unity_LightColor1]
Vector 22 [unity_LightColor2]
Vector 23 [unity_LightColor3]
Vector 24 [unity_SHAr]
Vector 25 [unity_SHAg]
Vector 26 [unity_SHAb]
Vector 27 [unity_SHBr]
Vector 28 [unity_SHBg]
Vector 29 [unity_SHBb]
Vector 30 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 31 [unity_Scale]
Vector 32 [_MainTex_ST]
"!!ARBvp1.0
# 79 ALU
PARAM c[33] = { { 1, 0, 0.5 },
		state.matrix.mvp,
		program.local[5..32] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
MUL R3.xyz, vertex.normal, c[31].w;
DP4 R0.x, vertex.position, c[6];
ADD R1, -R0.x, c[17];
DP3 R3.w, R3, c[6];
DP3 R4.x, R3, c[5];
DP3 R3.x, R3, c[7];
MUL R2, R3.w, R1;
DP4 R0.x, vertex.position, c[5];
ADD R0, -R0.x, c[16];
MUL R1, R1, R1;
MOV R4.z, R3.x;
MAD R2, R4.x, R0, R2;
MOV R4.w, c[0].x;
DP4 R4.y, vertex.position, c[7];
MAD R1, R0, R0, R1;
ADD R0, -R4.y, c[18];
MAD R1, R0, R0, R1;
MAD R0, R3.x, R0, R2;
MUL R2, R1, c[19];
MOV R4.y, R3.w;
RSQ R1.x, R1.x;
RSQ R1.y, R1.y;
RSQ R1.w, R1.w;
RSQ R1.z, R1.z;
MUL R0, R0, R1;
ADD R1, R2, c[0].x;
RCP R1.x, R1.x;
RCP R1.y, R1.y;
RCP R1.w, R1.w;
RCP R1.z, R1.z;
MAX R0, R0, c[0].y;
MUL R0, R0, R1;
MUL R1.xyz, R0.y, c[21];
MAD R1.xyz, R0.x, c[20], R1;
MAD R0.xyz, R0.z, c[22], R1;
MAD R1.xyz, R0.w, c[23], R0;
MUL R0, R4.xyzz, R4.yzzx;
DP4 R3.z, R0, c[29];
DP4 R3.y, R0, c[28];
DP4 R3.x, R0, c[27];
MUL R1.w, R3, R3;
MOV R0.w, c[0].x;
MAD R0.x, R4, R4, -R1.w;
DP4 R2.z, R4, c[26];
DP4 R2.y, R4, c[25];
DP4 R2.x, R4, c[24];
ADD R2.xyz, R2, R3;
MUL R3.xyz, R0.x, c[30];
ADD R3.xyz, R2, R3;
MOV R0.xyz, vertex.attrib[14];
MUL R2.xyz, vertex.normal.zxyw, R0.yzxw;
ADD result.texcoord[3].xyz, R3, R1;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2;
MOV R0.xyz, c[13];
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[31].w, -vertex.position;
MUL R2.xyz, R1, vertex.attrib[14].w;
MOV R1, c[15];
DP4 R3.z, R1, c[11];
DP4 R3.x, R1, c[9];
DP4 R3.y, R1, c[10];
DP3 result.texcoord[1].y, R0, R2;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP4 R0.w, vertex.position, c[4];
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].z;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[2].y, R2, R3;
DP3 result.texcoord[2].z, vertex.normal, R3;
DP3 result.texcoord[2].x, vertex.attrib[14], R3;
ADD result.texcoord[4].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[4].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw;
END
# 79 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Vector 15 [_WorldSpaceLightPos0]
Vector 16 [unity_4LightPosX0]
Vector 17 [unity_4LightPosY0]
Vector 18 [unity_4LightPosZ0]
Vector 19 [unity_4LightAtten0]
Vector 20 [unity_LightColor0]
Vector 21 [unity_LightColor1]
Vector 22 [unity_LightColor2]
Vector 23 [unity_LightColor3]
Vector 24 [unity_SHAr]
Vector 25 [unity_SHAg]
Vector 26 [unity_SHAb]
Vector 27 [unity_SHBr]
Vector 28 [unity_SHBg]
Vector 29 [unity_SHBb]
Vector 30 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 31 [unity_Scale]
Vector 32 [_MainTex_ST]
"vs_2_0
; 82 ALU
def c33, 1.00000000, 0.00000000, 0.50000000, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r3.xyz, v2, c31.w
dp4 r0.x, v0, c5
add r1, -r0.x, c17
dp3 r3.w, r3, c5
dp3 r4.x, r3, c4
dp3 r3.x, r3, c6
mul r2, r3.w, r1
dp4 r0.x, v0, c4
add r0, -r0.x, c16
mul r1, r1, r1
mov r4.z, r3.x
mad r2, r4.x, r0, r2
mov r4.w, c33.x
dp4 r4.y, v0, c6
mad r1, r0, r0, r1
add r0, -r4.y, c18
mad r1, r0, r0, r1
mad r0, r3.x, r0, r2
mul r2, r1, c19
mov r4.y, r3.w
rsq r1.x, r1.x
rsq r1.y, r1.y
rsq r1.w, r1.w
rsq r1.z, r1.z
mul r0, r0, r1
add r1, r2, c33.x
dp4 r2.z, r4, c26
dp4 r2.y, r4, c25
dp4 r2.x, r4, c24
rcp r1.x, r1.x
rcp r1.y, r1.y
rcp r1.w, r1.w
rcp r1.z, r1.z
max r0, r0, c33.y
mul r0, r0, r1
mul r1.xyz, r0.y, c21
mad r1.xyz, r0.x, c20, r1
mad r0.xyz, r0.z, c22, r1
mad r1.xyz, r0.w, c23, r0
mul r0, r4.xyzz, r4.yzzx
mul r1.w, r3, r3
dp4 r3.z, r0, c29
dp4 r3.y, r0, c28
dp4 r3.x, r0, c27
mad r1.w, r4.x, r4.x, -r1
mul r0.xyz, r1.w, c30
add r2.xyz, r2, r3
add r2.xyz, r2, r0
add oT3.xyz, r2, r1
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r3.xyz, r0, v1.w
mov r0, c10
dp4 r4.z, c15, r0
mov r0, c9
dp4 r4.y, c15, r0
mov r1.w, c33.x
mov r1.xyz, c12
dp4 r0.w, v0, c3
dp4 r0.z, v0, c2
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c31.w, -v0
mov r1, c8
dp4 r4.x, c15, r1
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c33.z
mul r1.y, r1, c13.x
dp3 oT1.y, r2, r3
dp3 oT2.y, r3, r4
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
dp3 oT2.z, v2, r4
dp3 oT2.x, v1, r4
mad oT4.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT4.zw, r0
mad oT0.xy, v3, c32, c32.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 69 instructions, 7 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
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dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaa
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kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
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egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaa
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acaaaaaabiaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaihcaabaaa
adaaaaaafgbfbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaakhcaabaaa
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dcaaaaakhcaabaaaadaaaaaaegiccaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaa
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pgbpbaaaaaaaaaaaegacbaaaadaaaaaaaaaaaaajpcaabaaaaeaaaaaafgafbaia
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fgafbaaaabaaaaaaegaobaaaaeaaaaaadiaaaaahpcaabaaaaeaaaaaaegaobaaa
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egaobaaaagaaaaaaagaabaaaabaaaaaaegaobaaaafaaaaaadcaaaaajpcaabaaa
abaaaaaaegaobaaaadaaaaaakgakbaaaabaaaaaaegaobaaaafaaaaaadcaaaaaj
pcaabaaaaeaaaaaaegaobaaaagaaaaaaegaobaaaagaaaaaaegaobaaaaeaaaaaa
dcaaaaajpcaabaaaadaaaaaaegaobaaaadaaaaaaegaobaaaadaaaaaaegaobaaa
aeaaaaaaeeaaaaafpcaabaaaaeaaaaaaegaobaaaadaaaaaadcaaaaanpcaabaaa
adaaaaaaegaobaaaadaaaaaaegiocaaaacaaaaaaafaaaaaaaceaaaaaaaaaiadp
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aaaaiadpaaaaiadpaaaaiadpegaobaaaadaaaaaadiaaaaahpcaabaaaabaaaaaa
egaobaaaabaaaaaaegaobaaaaeaaaaaadeaaaaakpcaabaaaabaaaaaaegaobaaa
abaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaadiaaaaahpcaabaaa
abaaaaaaegaobaaaadaaaaaaegaobaaaabaaaaaadiaaaaaihcaabaaaadaaaaaa
fgafbaaaabaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaaadaaaaaa
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hcaabaaaabaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaabaaaaaaegacbaaa
adaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaa
abaaaaaaegacbaaaabaaaaaaaaaaaaahhccabaaaaeaaaaaaegacbaaaabaaaaaa
egacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa
abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa
aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaafaaaaaakgaobaaa
aaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa
doaaaaab"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w));
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_11;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = tmpvar_7;
  mediump vec3 tmpvar_14;
  mediump vec4 normal_15;
  normal_15 = tmpvar_13;
  highp float vC_16;
  mediump vec3 x3_17;
  mediump vec3 x2_18;
  mediump vec3 x1_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAr, normal_15);
  x1_19.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAg, normal_15);
  x1_19.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAb, normal_15);
  x1_19.z = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = (normal_15.xyzz * normal_15.yzzx);
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBr, tmpvar_23);
  x2_18.x = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBg, tmpvar_23);
  x2_18.y = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBb, tmpvar_23);
  x2_18.z = tmpvar_26;
  mediump float tmpvar_27;
  tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y));
  vC_16 = tmpvar_27;
  highp vec3 tmpvar_28;
  tmpvar_28 = (unity_SHC.xyz * vC_16);
  x3_17 = tmpvar_28;
  tmpvar_14 = ((x1_19 + x2_18) + x3_17);
  shlight_3 = tmpvar_14;
  tmpvar_5 = shlight_3;
  highp vec3 tmpvar_29;
  tmpvar_29 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_30;
  tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x);
  highp vec4 tmpvar_31;
  tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y);
  highp vec4 tmpvar_32;
  tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z);
  highp vec4 tmpvar_33;
  tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32));
  highp vec4 tmpvar_34;
  tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0)))));
  highp vec3 tmpvar_35;
  tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w)));
  tmpvar_5 = tmpvar_35;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp float tmpvar_13;
  mediump float lightShadowDataX_14;
  highp float dist_15;
  lowp float tmpvar_16;
  tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_15 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = _LightShadowData.x;
  lightShadowDataX_14 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_14);
  tmpvar_13 = tmpvar_18;
  lowp vec4 c_19;
  c_19.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * tmpvar_13) * 2.0));
  c_19.w = tmpvar_4;
  c_1.w = c_19.w;
  c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (glstate_matrix_mvp * _glesVertex);
  mat3 tmpvar_7;
  tmpvar_7[0] = _Object2World[0].xyz;
  tmpvar_7[1] = _Object2World[1].xyz;
  tmpvar_7[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w));
  highp vec3 tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_9 = tmpvar_1.xyz;
  tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_11;
  tmpvar_11[0].x = tmpvar_9.x;
  tmpvar_11[0].y = tmpvar_10.x;
  tmpvar_11[0].z = tmpvar_2.x;
  tmpvar_11[1].x = tmpvar_9.y;
  tmpvar_11[1].y = tmpvar_10.y;
  tmpvar_11[1].z = tmpvar_2.y;
  tmpvar_11[2].x = tmpvar_9.z;
  tmpvar_11[2].y = tmpvar_10.z;
  tmpvar_11[2].z = tmpvar_2.z;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_12;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_14;
  tmpvar_14.w = 1.0;
  tmpvar_14.xyz = tmpvar_8;
  mediump vec3 tmpvar_15;
  mediump vec4 normal_16;
  normal_16 = tmpvar_14;
  highp float vC_17;
  mediump vec3 x3_18;
  mediump vec3 x2_19;
  mediump vec3 x1_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAr, normal_16);
  x1_20.x = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAg, normal_16);
  x1_20.y = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHAb, normal_16);
  x1_20.z = tmpvar_23;
  mediump vec4 tmpvar_24;
  tmpvar_24 = (normal_16.xyzz * normal_16.yzzx);
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBr, tmpvar_24);
  x2_19.x = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBg, tmpvar_24);
  x2_19.y = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = dot (unity_SHBb, tmpvar_24);
  x2_19.z = tmpvar_27;
  mediump float tmpvar_28;
  tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y));
  vC_17 = tmpvar_28;
  highp vec3 tmpvar_29;
  tmpvar_29 = (unity_SHC.xyz * vC_17);
  x3_18 = tmpvar_29;
  tmpvar_15 = ((x1_20 + x2_19) + x3_18);
  shlight_3 = tmpvar_15;
  tmpvar_5 = shlight_3;
  highp vec3 tmpvar_30;
  tmpvar_30 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_31;
  tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x);
  highp vec4 tmpvar_32;
  tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y);
  highp vec4 tmpvar_33;
  tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z);
  highp vec4 tmpvar_34;
  tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33));
  highp vec4 tmpvar_35;
  tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0)))));
  highp vec3 tmpvar_36;
  tmpvar_36 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w)));
  tmpvar_5 = tmpvar_36;
  highp vec4 o_37;
  highp vec4 tmpvar_38;
  tmpvar_38 = (tmpvar_6 * 0.5);
  highp vec2 tmpvar_39;
  tmpvar_39.x = tmpvar_38.x;
  tmpvar_39.y = (tmpvar_38.y * _ProjectionParams.x);
  o_37.xy = (tmpvar_39 + tmpvar_38.w);
  o_37.zw = tmpvar_6.zw;
  gl_Position = tmpvar_6;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = o_37;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp vec4 c_13;
  c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0));
  c_13.w = tmpvar_4;
  c_1.w = c_13.w;
  c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_4LightPosX0]
Vector 16 [unity_4LightPosY0]
Vector 17 [unity_4LightPosZ0]
Vector 18 [unity_4LightAtten0]
Vector 19 [unity_LightColor0]
Vector 20 [unity_LightColor1]
Vector 21 [unity_LightColor2]
Vector 22 [unity_LightColor3]
Vector 23 [unity_SHAr]
Vector 24 [unity_SHAg]
Vector 25 [unity_SHAb]
Vector 26 [unity_SHBr]
Vector 27 [unity_SHBg]
Vector 28 [unity_SHBb]
Vector 29 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 30 [unity_Scale]
Vector 31 [unity_NPOTScale]
Vector 32 [_MainTex_ST]
"agal_vs
c33 1.0 0.0 0.5 0.0
[bc]
adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5
bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x
abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16
bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5
bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4
bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6
adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x
abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15
adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1
aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x
adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0
abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2
aaaaaaaaaeaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c33.x
bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y
abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0
abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2
adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18
aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y
akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w
akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
abaaaaaaabaaapacacaaaaoeacaaaaaacbaaaaaaabaaaaaa add r1, r2, c33.x
bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25
bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24
bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23
afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x
afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y
afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w
afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z
ahaaaaaaaaaaapacaaaaaaoeacaaaaaacbaaaaffabaaaaaa max r0, r0, c33.y
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20
adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19
abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22
abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz
adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx
adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w
bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28
bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27
bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26
adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x
acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w
adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29
abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz
abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz
abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0
aaaaaaaaabaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c33.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaacbaaaakkabaaaaaa mul r1.xyz, r0.xyww, c33.z
adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz
bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz
adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32
abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 69 instructions, 7 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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aeaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaadaaaaaaaaaaaaahhcaabaaa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"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 426
uniform highp vec4 _MainTex_ST;
#line 447
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 430
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 434
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 438
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 442
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 426
uniform highp vec4 _MainTex_ST;
#line 447
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 407
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 411
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 448
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 451
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 455
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 459
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 463
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    c.w = o.Alpha;
    #line 467
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_7 = tmpvar_1.xyz;
  tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_9;
  tmpvar_9[0].x = tmpvar_7.x;
  tmpvar_9[0].y = tmpvar_8.x;
  tmpvar_9[0].z = tmpvar_2.x;
  tmpvar_9[1].x = tmpvar_7.y;
  tmpvar_9[1].y = tmpvar_8.y;
  tmpvar_9[1].z = tmpvar_2.y;
  tmpvar_9[2].x = tmpvar_7.z;
  tmpvar_9[2].y = tmpvar_8.z;
  tmpvar_9[2].z = tmpvar_2.z;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_10;
  highp vec4 tmpvar_11;
  tmpvar_11.w = 1.0;
  tmpvar_11.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_13;
  mediump vec4 normal_14;
  normal_14 = tmpvar_12;
  highp float vC_15;
  mediump vec3 x3_16;
  mediump vec3 x2_17;
  mediump vec3 x1_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHAr, normal_14);
  x1_18.x = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAg, normal_14);
  x1_18.y = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAb, normal_14);
  x1_18.z = tmpvar_21;
  mediump vec4 tmpvar_22;
  tmpvar_22 = (normal_14.xyzz * normal_14.yzzx);
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHBr, tmpvar_22);
  x2_17.x = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBg, tmpvar_22);
  x2_17.y = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBb, tmpvar_22);
  x2_17.z = tmpvar_25;
  mediump float tmpvar_26;
  tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y));
  vC_15 = tmpvar_26;
  highp vec3 tmpvar_27;
  tmpvar_27 = (unity_SHC.xyz * vC_15);
  x3_16 = tmpvar_27;
  tmpvar_13 = ((x1_18 + x2_17) + x3_16);
  shlight_3 = tmpvar_13;
  tmpvar_5 = shlight_3;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp float shadow_13;
  lowp float tmpvar_14;
  tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_15;
  tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x)));
  shadow_13 = tmpvar_15;
  lowp vec4 c_16;
  c_16.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * shadow_13) * 2.0));
  c_16.w = tmpvar_4;
  c_1.w = c_16.w;
  c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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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 sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 426
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 430
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 434
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 438
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 443
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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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 sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 426
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 407
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 411
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 448
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 452
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 456
    o.Gloss = 0.0;
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    #line 460
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    #line 464
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp float shadow_13;
  lowp float tmpvar_14;
  tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
  highp float tmpvar_15;
  tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x)));
  shadow_13 = tmpvar_15;
  c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_13 * 2.0))));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 425
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform lowp float _Cutoff;
#line 445
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    #line 429
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 433
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 437
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 441
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
    xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 425
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform lowp float _Cutoff;
#line 445
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 407
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 411
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 445
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 449
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 453
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 457
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 461
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 465
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp float shadow_13;
  lowp float tmpvar_14;
  tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
  highp float tmpvar_15;
  tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x)));
  shadow_13 = tmpvar_15;
  mat3 tmpvar_16;
  tmpvar_16[0].x = 0.816497;
  tmpvar_16[0].y = -0.408248;
  tmpvar_16[0].z = -0.408248;
  tmpvar_16[1].x = 0.0;
  tmpvar_16[1].y = 0.707107;
  tmpvar_16[1].z = -0.707107;
  tmpvar_16[2].x = 0.57735;
  tmpvar_16[2].y = 0.57735;
  tmpvar_16[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_17;
  mediump vec3 lm_18;
  lowp vec3 tmpvar_19;
  tmpvar_19 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_18 = tmpvar_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_17 = tmpvar_20;
  lm_18 = (lm_18 * dot (clamp ((tmpvar_16 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_17));
  lowp vec3 tmpvar_21;
  tmpvar_21 = vec3((shadow_13 * 2.0));
  mediump vec3 tmpvar_22;
  tmpvar_22 = (tmpvar_2 * min (lm_18, tmpvar_21));
  c_1.xyz = tmpvar_22;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
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#line 233
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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 sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 425
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 445
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    #line 429
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 433
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 437
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 441
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
    xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 233
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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 sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 425
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 445
uniform lowp float _Cutoff;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 407
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 411
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 449
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 453
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 457
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 461
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    #line 465
    c.w = o.Alpha;
    c.xyz += o.Emission;
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w));
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_11;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = tmpvar_7;
  mediump vec3 tmpvar_14;
  mediump vec4 normal_15;
  normal_15 = tmpvar_13;
  highp float vC_16;
  mediump vec3 x3_17;
  mediump vec3 x2_18;
  mediump vec3 x1_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAr, normal_15);
  x1_19.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAg, normal_15);
  x1_19.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAb, normal_15);
  x1_19.z = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = (normal_15.xyzz * normal_15.yzzx);
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBr, tmpvar_23);
  x2_18.x = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBg, tmpvar_23);
  x2_18.y = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBb, tmpvar_23);
  x2_18.z = tmpvar_26;
  mediump float tmpvar_27;
  tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y));
  vC_16 = tmpvar_27;
  highp vec3 tmpvar_28;
  tmpvar_28 = (unity_SHC.xyz * vC_16);
  x3_17 = tmpvar_28;
  tmpvar_14 = ((x1_19 + x2_18) + x3_17);
  shlight_3 = tmpvar_14;
  tmpvar_5 = shlight_3;
  highp vec3 tmpvar_29;
  tmpvar_29 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_30;
  tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x);
  highp vec4 tmpvar_31;
  tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y);
  highp vec4 tmpvar_32;
  tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z);
  highp vec4 tmpvar_33;
  tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32));
  highp vec4 tmpvar_34;
  tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0)))));
  highp vec3 tmpvar_35;
  tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w)));
  tmpvar_5 = tmpvar_35;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp float tmpvar_11;
  tmpvar_11 = color_6.w;
  tmpvar_4 = tmpvar_11;
  lowp float x_12;
  x_12 = (tmpvar_4 - _Cutoff);
  if ((x_12 < 0.0)) {
    discard;
  };
  lowp float shadow_13;
  lowp float tmpvar_14;
  tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_15;
  tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x)));
  shadow_13 = tmpvar_15;
  lowp vec4 c_16;
  c_16.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * shadow_13) * 2.0));
  c_16.w = tmpvar_4;
  c_1.w = c_16.w;
  c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 426
uniform highp vec4 _MainTex_ST;
#line 447
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 430
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 434
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 438
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 442
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 403
#line 426
uniform highp vec4 _MainTex_ST;
#line 447
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 407
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 411
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 448
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 451
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 455
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 459
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 463
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    c.w = o.Alpha;
    #line 467
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 15 to 26, TEX: 1 to 4
//   d3d9 - ALU: 18 to 27, TEX: 2 to 5
//   d3d11 - ALU: 13 to 23, TEX: 1 to 4, FLOW: 1 to 1
//   d3d11_9x - ALU: 13 to 23, TEX: 1 to 4, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_LightColor0]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 17 ALU, 1 TEX
PARAM c[5] = { program.local[0..3],
		{ 0, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R0, fragment.texcoord[0], texture[0], 2D;
SLT R1.x, R0.w, c[3];
MOV result.color.w, R0;
KIL -R1.x;
DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.x, R1.x;
MUL_SAT R1.x, R1, fragment.texcoord[1].z;
ADD R1.w, -R1.x, c[4].z;
POW R2.x, R1.w, c[1].x;
MUL R1.xyz, R0, c[0];
MAX R1.w, fragment.texcoord[2].z, c[4].x;
MUL R2.xyz, R2.x, c[2];
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0, fragment.texcoord[3];
MUL R2.xyz, R2, c[2].w;
MAD R0.xyz, R1, c[4].y, R0;
ADD result.color.xyz, R0, R2;
END
# 17 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_LightColor0]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 21 ALU, 2 TEX
dcl_2d s0
def c4, 1.00000000, 0.00000000, 2.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xyz
dcl t3.xyz
texld r1, t0, s0
mul_pp r3.xyz, r1, t3
add_pp r0.x, r1.w, -c3
cmp r0.x, r0, c4.y, c4
mov_pp r0, -r0.x
mul_pp r1.xyz, r1, c0
texkill r0.xyzw
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c4
pow_pp r2.w, r0.x, c1.x
mov_pp r0.x, r2.w
mul r0.xyz, r0.x, c2
mul r2.xyz, r0, c2.w
max_pp r0.x, t2.z, c4.y
mul_pp r0.xyz, r0.x, r1
mad_pp r0.xyz, r0, c4.z, r3
add_pp r0.xyz, r0, r2
mov_pp r0.w, r1
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 100 used size, 8 vars
Vector 16 [_LightColor0] 4
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 96 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 20 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecediaekhjbhglekgcilmgobfchdnknjbdggabaaaaaajmadaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcjeacaaaaeaaaaaaakfaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa
fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaa
gcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa
efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa
aaaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaa
aaaaaaaaagaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaa
aaaaaaaaanaaaeadakaabaaaabaaaaaadeaaaaahbcaabaaaabaaaaaackbabaaa
adaaaaaaabeaaaaaaaaaaaaaaaaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaa
akaabaaaabaaaaaadiaaaaaiocaabaaaabaaaaaaagajbaaaaaaaaaaaagijcaaa
aaaaaaaaabaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegbcbaaa
aeaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadcaaaaajhcaabaaa
aaaaaaaajgahbaaaabaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaabaaaaaah
icaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaa
aaaaaaaadkaabaaaaaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa
ckbabaaaacaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa
abeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaai
icaabaaaaaaaaaaadkaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaf
icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaa
aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa
abaaaaaapgipcaaaaaaaaaaaaeaaaaaaegacbaaaaaaaaaaadoaaaaab"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_LightColor0]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
"agal_ps
c4 1.0 0.0 2.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
adaaaaaaadaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r3.xyz, r1.xyzz, v3
acaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa sub r0.x, r1.w, c3
ckaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaffabaaaaaa slt r0.x, r0.x, c4.y
bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z
abaaaaaaaaaaabacacaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r2.z, c4
alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x
aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2
adaaaaaaacaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r2.xyz, r0.xyzz, c2.w
ahaaaaaaaaaaabacacaaaakkaeaaaaaaaeaaaaffabaaaaaa max r0.x, v2.z, c4.y
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaaeaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c4.z
abaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa add r0.xyz, r0.xyzz, r3.xyzz
abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz
aaaaaaaaaaaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r1.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 100 used size, 8 vars
Vector 16 [_LightColor0] 4
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 96 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 20 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 15 ALU, 2 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R0, fragment.texcoord[0], texture[0], 2D;
SLT R1.x, R0.w, c[2];
DP3 R2.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.x, R2.x;
MUL_SAT R2.x, R2, fragment.texcoord[1].z;
ADD R2.x, -R2, c[3].y;
POW R2.x, R2.x, c[0].x;
MUL R2.xyz, R2.x, c[1];
MUL R2.xyz, R2, c[1].w;
MOV result.color.w, R0;
KIL -R1.x;
TEX R1, fragment.texcoord[2], texture[1], 2D;
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0, R1;
MAD result.color.xyz, R0, c[3].x, R2;
END
# 15 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"ps_2_0
; 18 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
def c3, 1.00000000, 0.00000000, 8.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xy
texld r3, t0, s0
texld r1, t2, s1
add_pp r0.x, r3.w, -c2
cmp r0.x, r0, c3.y, c3
mov_pp r0, -r0.x
mul_pp r1.xyz, r1.w, r1
mul_pp r1.xyz, r3, r1
texkill r0.xyzw
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r2.x, r0.x, c0.x
mov_pp r0.x, r2.x
mul r0.xyz, r0.x, c1
mul r0.xyz, r0, c1.w
mad_pp r0.xyz, r1, c3.z, r0
mov_pp r0.w, r3
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 128 // 116 used size, 9 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 112 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
// 19 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedanglfaclfokhffenoeofkhjkmhnphklfabaaaaaaheadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcieacaaaaeaaaaaaakbaaaaaafjaaaaaeegiocaaa
aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj
bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaahaaaaaa
dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead
akaabaaaabaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaa
acaaaaaaeeaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadicaaaahbcaabaaa
abaaaaaaakaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaa
akaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaa
akaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaa
aaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai
hcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaaefaaaaaj
pcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa
diaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaah
hcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaadcaaaaajhccabaaa
aaaaaaaaegacbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaadgaaaaaf
iccabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"agal_ps
c3 1.0 0.0 8.0 0.0
[bc]
ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point>
ciaaaaaaabaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r1, v2, s1 <2d wrap linear point>
acaaaaaaaaaaabacadaaaappacaaaaaaacaaaaoeabaaaaaa sub r0.x, r3.w, c2
ckaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaffabaaaaaa slt r0.x, r0.x, c3.y
bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x
adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz
adaaaaaaabaaahacadaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r3.xyzz, r1.xyzz
chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z
abaaaaaaaaaaabacacaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r2.z, c3
alaaaaaaacaaapacaaaaaaaaacaaaaaaaaaaaaaaabaaaaaa pow r2, r0.x, c0.x
aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeabaaaaaa mul r0.xyz, r0.x, c1
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaappabaaaaaa mul r0.xyz, r0.xyzz, c1.w
adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c3.z
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaaiacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r3.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 128 // 116 used size, 9 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 112 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
// 19 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
SetTexture 2 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 20 ALU, 3 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 0.57735026, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R2, fragment.texcoord[2], texture[2], 2D;
SLT R1.x, R0.w, c[2];
MUL R2.xyz, R2.w, R2;
DP3 R3.x, fragment.texcoord[1], fragment.texcoord[1];
MUL R2.xyz, R2, c[3].y;
RSQ R3.x, R3.x;
MOV result.color.w, R0;
KIL -R1.x;
TEX R1, fragment.texcoord[2], texture[1], 2D;
MUL R1.xyz, R1.w, R1;
MUL_SAT R1.w, R3.x, fragment.texcoord[1].z;
ADD R1.w, -R1, c[3].z;
POW R2.w, R1.w, c[0].x;
DP3 R1.w, R2, c[3].x;
MUL R2.xyz, R2.w, c[1];
MUL R1.xyz, R1, R1.w;
MUL R2.xyz, R2, c[1].w;
MUL R0.xyz, R0, R1;
MAD result.color.xyz, R0, c[3].x, R2;
END
# 20 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
SetTexture 2 [unity_LightmapInd] 2D
"ps_2_0
; 22 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c3, 1.00000000, 0.00000000, 0.57735026, 8.00000000
dcl t0.xy
dcl t1.xyz
dcl t2.xy
texld r3, t0, s0
texld r2, t2, s1
texld r1, t2, s2
add_pp r0.x, r3.w, -c2
cmp r0.x, r0, c3.y, c3
mov_pp r0, -r0.x
mul_pp r1.xyz, r1.w, r1
texkill r0.xyzw
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r4.w, r0.x, c0.x
mov_pp r0.x, r4.w
mul r4.xyz, r0.x, c1
mul_pp r0.xyz, r1, c3.z
mul_pp r1.xyz, r2.w, r2
dp3_pp r0.x, r0, c3.w
mul_pp r0.xyz, r1, r0.x
mul r1.xyz, r4, c1.w
mul_pp r0.xyz, r3, r0
mad_pp r0.xyz, r0, c3.w, r1
mov_pp r0.w, r3
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 128 // 116 used size, 9 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 112 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
SetTexture 2 [unity_LightmapInd] 2D 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
SetTexture 2 [unity_LightmapInd] 2D
"agal_ps
c3 1.0 0.0 0.57735 8.0
[bc]
ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point>
ciaaaaaaacaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r2, v2, s1 <2d wrap linear point>
ciaaaaaaabaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r1, v2, s2 <2d wrap linear point>
acaaaaaaaaaaabacadaaaappacaaaaaaacaaaaoeabaaaaaa sub r0.x, r3.w, c2
ckaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaffabaaaaaa slt r0.x, r0.x, c3.y
bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x
adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz
chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaaeaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r4.z, r0.z
abaaaaaaaaaaabacaeaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r4.z, c3
alaaaaaaaeaaapacaaaaaaaaacaaaaaaaaaaaaaaabaaaaaa pow r4, r0.x, c0.x
aaaaaaaaaaaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r4.x
adaaaaaaaeaaahacaaaaaaaaacaaaaaaabaaaaoeabaaaaaa mul r4.xyz, r0.x, c1
adaaaaaaaaaaahacabaaaakeacaaaaaaadaaaakkabaaaaaa mul r0.xyz, r1.xyzz, c3.z
adaaaaaaabaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r2.w, r2.xyzz
bcaaaaaaaaaaabacaaaaaakeacaaaaaaadaaaappabaaaaaa dp3 r0.x, r0.xyzz, c3.w
adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x
adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaappabaaaaaa mul r1.xyz, r4.xyzz, c1.w
adaaaaaaaaaaahacadaaaakeacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r3.xyzz, r0.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
aaaaaaaaaaaaaiacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r3.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 128 // 116 used size, 9 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 112 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
SetTexture 2 [unity_LightmapInd] 2D 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 19 ALU, 2 TEX
PARAM c[5] = { program.local[0..3],
		{ 0, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TXP R2.x, fragment.texcoord[4], texture[1], 2D;
SLT R1.x, R0.w, c[3];
MOV result.color.w, R0;
KIL -R1.x;
DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.x, R1.x;
MUL_SAT R1.w, R1.x, fragment.texcoord[1].z;
ADD R2.y, -R1.w, c[4].z;
MUL R1.xyz, R0, c[0];
MAX R1.w, fragment.texcoord[2].z, c[4].x;
MUL R1.w, R1, R2.x;
POW R2.x, R2.y, c[1].x;
MUL R2.xyz, R2.x, c[2];
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0, fragment.texcoord[3];
MUL R2.xyz, R2, c[2].w;
MAD R0.xyz, R1, c[4].y, R0;
ADD result.color.xyz, R0, R2;
END
# 19 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_LightColor0]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"ps_2_0
; 22 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
def c4, 1.00000000, 0.00000000, 2.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xyz
dcl t3.xyz
dcl t4
texld r2, t0, s0
texldp r3, t4, s1
mul_pp r4.xyz, r2, c0
add_pp r0.x, r2.w, -c3
cmp r0.x, r0, c4.y, c4
mov_pp r0, -r0.x
mul_pp r2.xyz, r2, t3
texkill r0.xyzw
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c4
pow_pp r1.w, r0.x, c1.x
mov_pp r0.x, r1.w
max_pp r1.x, t2.z, c4.y
mul_pp r1.x, r1, r3
mul_pp r1.xyz, r1.x, r4
mul r0.xyz, r0.x, c2
mul r0.xyz, r0, c2.w
mad_pp r1.xyz, r1, c4.z, r2
add_pp r0.xyz, r1, r0
mov_pp r0.w, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
// 22 instructions, 2 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_LightColor0]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"agal_ps
c4 1.0 0.0 2.0 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
aeaaaaaaaaaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r0, v4, v4.w
ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point>
adaaaaaaaeaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r4.xyz, r2.xyzz, c0
acaaaaaaaaaaabacacaaaappacaaaaaaadaaaaoeabaaaaaa sub r0.x, r2.w, c3
ckaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaffabaaaaaa slt r0.x, r0.x, c4.y
bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x
adaaaaaaacaaahacacaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r2.xyz, r2.xyzz, v3
chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaabaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.z, r0.z
abaaaaaaaaaaabacabaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.z, c4
alaaaaaaabaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r1, r0.x, c1.x
aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x
ahaaaaaaabaaabacacaaaakkaeaaaaaaaeaaaaffabaaaaaa max r1.x, v2.z, c4.y
adaaaaaaabaaabacabaaaaaaacaaaaaaadaaaaaaacaaaaaa mul r1.x, r1.x, r3.x
adaaaaaaabaaahacabaaaaaaacaaaaaaaeaaaakeacaaaaaa mul r1.xyz, r1.x, r4.xyzz
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w
adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c4.z
abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaaiacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r2.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
// 22 instructions, 2 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 21 ALU, 3 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R1, fragment.texcoord[0], texture[0], 2D;
TXP R2.x, fragment.texcoord[3], texture[1], 2D;
SLT R0.x, R1.w, c[2];
DP3 R2.y, fragment.texcoord[1], fragment.texcoord[1];
MOV result.color.w, R1;
KIL -R0.x;
TEX R0, fragment.texcoord[2], texture[2], 2D;
MUL R3.xyz, R0.w, R0;
MUL R0.xyz, R0, R2.x;
RSQ R0.w, R2.y;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[3].z;
MUL R3.xyz, R3, c[3].x;
MUL R0.xyz, R0, c[3].y;
MIN R2.yzw, R3.xxyz, R0.xxyz;
POW R0.w, R0.w, c[0].x;
MUL R0.xyz, R0.w, c[1];
MUL R3.xyz, R3, R2.x;
MUL R0.xyz, R0, c[1].w;
MAX R2.xyz, R2.yzww, R3;
MAD result.color.xyz, R1, R2, R0;
END
# 21 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"ps_2_0
; 23 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c3, 1.00000000, 0.00000000, 8.00000000, 2.00000000
dcl t0.xy
dcl t1.xyz
dcl t2.xy
dcl t3
texld r1, t0, s0
texldp r5, t3, s1
texld r2, t2, s2
add_pp r0.x, r1.w, -c2
cmp r0.x, r0, c3.y, c3
mov_pp r0, -r0.x
mul_pp r4.xyz, r2, r5.x
mul_pp r2.xyz, r2.w, r2
mul_pp r2.xyz, r2, c3.z
mul_pp r4.xyz, r4, c3.w
texkill r0.xyzw
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r3.w, r0.x, c0.x
mov_pp r0.x, r3.w
min_pp r3.xyz, r2, r4
mul r0.xyz, r0.x, c1
mul_pp r2.xyz, r2, r5.x
mul r0.xyz, r0, c1.w
max_pp r2.xyz, r3, r2
mad_pp r0.xyz, r1, r2, r0
mov_pp r0.w, r1
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 192 // 180 used size, 10 vars
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
Float 176 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
// 26 instructions, 3 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"agal_ps
c3 1.0 0.0 8.0 2.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point>
acaaaaaaaaaaabacabaaaappacaaaaaaacaaaaoeabaaaaaa sub r0.x, r1.w, c2
ckaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaffabaaaaaa slt r0.x, r0.x, c3.y
bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x
adaaaaaaaeaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r4.xyz, r2.xyzz, r5.x
adaaaaaaacaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r2.xyz, r2.w, r2.xyzz
adaaaaaaacaaahacacaaaakeacaaaaaaadaaaakkabaaaaaa mul r2.xyz, r2.xyzz, c3.z
adaaaaaaaeaaahacaeaaaakeacaaaaaaadaaaappabaaaaaa mul r4.xyz, r4.xyzz, c3.w
chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaadaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r3.z, r0.z
abaaaaaaaaaaabacadaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r3.z, c3
alaaaaaaadaaapacaaaaaaaaacaaaaaaaaaaaaaaabaaaaaa pow r3, r0.x, c0.x
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
agaaaaaaadaaahacacaaaakeacaaaaaaaeaaaakeacaaaaaa min r3.xyz, r2.xyzz, r4.xyzz
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeabaaaaaa mul r0.xyz, r0.x, c1
adaaaaaaacaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r2.xyz, r2.xyzz, r5.x
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaappabaaaaaa mul r0.xyz, r0.xyzz, c1.w
ahaaaaaaacaaahacadaaaakeacaaaaaaacaaaakeacaaaaaa max r2.xyz, r3.xyzz, r2.xyzz
adaaaaaaacaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa mul r2.xyz, r1.xyzz, r2.xyzz
abaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r2.xyzz, r0.xyzz
aaaaaaaaaaaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r1.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 192 // 180 used size, 10 vars
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
Float 176 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
// 26 instructions, 3 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 26 ALU, 4 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 0.57735026, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R2, fragment.texcoord[0], texture[0], 2D;
TEX R1, fragment.texcoord[2], texture[2], 2D;
TXP R3.x, fragment.texcoord[3], texture[1], 2D;
MUL R3.yzw, R1.w, R1.xxyz;
SLT R0.x, R2.w, c[2];
MUL R1.xyz, R1, R3.x;
MUL R1.xyz, R1, c[3].z;
MOV result.color.w, R2;
KIL -R0.x;
TEX R0, fragment.texcoord[2], texture[3], 2D;
MUL R0.xyz, R0.w, R0;
MUL R0.xyz, R0, c[3].y;
DP3 R0.x, R0, c[3].x;
MUL R0.xyz, R3.yzww, R0.x;
MUL R0.xyz, R0, c[3].x;
MIN R3.yzw, R0.xxyz, R1.xxyz;
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R0.w;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[3];
POW R0.w, R0.w, c[0].x;
MUL R1.xyz, R0.w, c[1];
MUL R0.xyz, R0, R3.x;
MUL R1.xyz, R1, c[1].w;
MAX R0.xyz, R3.yzww, R0;
MAD result.color.xyz, R2, R0, R1;
END
# 26 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 27 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c3, 1.00000000, 0.00000000, 0.57735026, 8.00000000
def c4, 2.00000000, 0, 0, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xy
dcl t3
texld r2, t0, s0
texldp r5, t3, s1
texld r3, t2, s2
add_pp r0.x, r2.w, -c2
cmp r0.x, r0, c3.y, c3
mov_pp r0, -r0.x
mul_pp r4.xyz, r3.w, r3
texkill r0.xyzw
texld r0, t2, s3
mul_pp r0.xyz, r0.w, r0
mul_pp r1.xyz, r0, c3.z
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
dp3_pp r1.x, r1, c3.w
mul_pp r1.xyz, r4, r1.x
mul_pp r4.xyz, r1, c3.w
add r0.x, -r0.z, c3
pow_pp r1.w, r0.x, c0.x
mul_pp r0.xyz, r3, r5.x
mul_pp r3.xyz, r0, c4.x
mov_pp r0.x, r1.w
min_pp r1.xyz, r4, r3
mul r0.xyz, r0.x, c1
mul_pp r3.xyz, r4, r5.x
mul r0.xyz, r0, c1.w
max_pp r1.xyz, r1, r3
mad_pp r0.xyz, r2, r1, r0
mov_pp r0.w, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 192 // 180 used size, 10 vars
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
Float 176 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 31 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"agal_ps
c3 1.0 0.0 0.57735 8.0
c4 2.0 0.0 0.0 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaadaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r3, v2, s2 <2d wrap linear point>
acaaaaaaaaaaabacacaaaappacaaaaaaacaaaaoeabaaaaaa sub r0.x, r2.w, c2
ckaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaffabaaaaaa slt r0.x, r0.x, c4.y
bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x
adaaaaaaaeaaahacadaaaappacaaaaaaadaaaakeacaaaaaa mul r4.xyz, r3.w, r3.xyzz
chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r0, v2, s3 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaabaaahacaaaaaakeacaaaaaaadaaaakkabaaaaaa mul r1.xyz, r0.xyzz, c3.z
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bcaaaaaaabaaabacabaaaakeacaaaaaaadaaaappabaaaaaa dp3 r1.x, r1.xyzz, c3.w
adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r4.xyzz, r1.x
adaaaaaaaeaaahacabaaaakeacaaaaaaadaaaappabaaaaaa mul r4.xyz, r1.xyzz, c3.w
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa add r0.x, r1.w, c3
alaaaaaaabaaapacaaaaaaaaacaaaaaaaaaaaaaaabaaaaaa pow r1, r0.x, c0.x
adaaaaaaaaaaahacadaaaakeacaaaaaaafaaaaaaacaaaaaa mul r0.xyz, r3.xyzz, r5.x
adaaaaaaadaaahacaaaaaakeacaaaaaaaeaaaaaaabaaaaaa mul r3.xyz, r0.xyzz, c4.x
aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x
agaaaaaaabaaahacaeaaaakeacaaaaaaadaaaakeacaaaaaa min r1.xyz, r4.xyzz, r3.xyzz
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeabaaaaaa mul r0.xyz, r0.x, c1
adaaaaaaadaaahacaeaaaakeacaaaaaaafaaaaaaacaaaaaa mul r3.xyz, r4.xyzz, r5.x
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaappabaaaaaa mul r0.xyz, r0.xyzz, c1.w
ahaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa max r1.xyz, r1.xyzz, r3.xyzz
adaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r2.xyzz, r1.xyzz
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaaiacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r2.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 192 // 180 used size, 10 vars
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
Float 176 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 31 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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) }
		ColorMask RGB
Program "vp" {
// Vertex combos: 5
//   opengl - ALU: 16 to 25
//   d3d9 - ALU: 19 to 28
//   d3d11 - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 17 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 18 [unity_Scale]
Matrix 13 [_LightMatrix0]
Vector 19 [_MainTex_ST]
"!!ARBvp1.0
# 24 ALU
PARAM c[20] = { program.local[0],
		state.matrix.mvp,
		program.local[5..19] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R0, c[17];
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[18].w, -vertex.position;
MUL R1.xyz, R1, vertex.attrib[14].w;
DP3 result.texcoord[1].y, R0, R1;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP4 R0.w, vertex.position, c[8];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP4 result.texcoord[2].z, R0, c[15];
DP4 result.texcoord[2].y, R0, c[14];
DP4 result.texcoord[2].x, R0, c[13];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 24 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 17 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 18 [_MainTex_ST]
"vs_2_0
; 27 ALU
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mov r0, c10
mul r2.xyz, r1, v1.w
dp4 r3.z, c16, r0
mov r0, c9
dp4 r3.y, c16, r0
mov r1, c8
dp4 r3.x, c16, r1
mad r0.xyz, r3, c17.w, -v0
dp3 oT1.y, r0, r2
dp3 oT1.z, v2, r0
dp3 oT1.x, r0, v1
dp4 r0.w, v0, c7
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp4 oT2.z, r0, c14
dp4 oT2.y, r0, c13
dp4 oT2.x, r0, c12
mad oT0.xy, v3, c18, c18.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

SubProgram "gles " {
Keywords { "POINT" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  mediump vec3 tmpvar_10;
  tmpvar_10 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2);
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, vec2(tmpvar_11)).w) * 2.0));
  c_12.w = tmpvar_4;
  c_1.xyz = c_12.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "POINT" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  mediump vec3 tmpvar_10;
  tmpvar_10 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2);
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, vec2(tmpvar_11)).w) * 2.0));
  c_12.w = tmpvar_4;
  c_1.xyz = c_12.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 17 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 18 [_MainTex_ST]
"agal_vs
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1
adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w
acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0
bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14
bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13
bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12
adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18
abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
eefiecedbmeedpmjhpecllpnedbhjcehdjlmcnhbabaaaaaaeeaiaaaaaeaaaaaa
daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp
cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa
aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa
acaaaaaaaeaaahaaaaaaaaaaacaaamaaajaaalaaaaaaaaaaaaaaaaaaaaacpopp
bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia
acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka
afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka
aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka
aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaeaaaaae
aaaaahiaaaaaoeiabdaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeia
abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae
abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja
aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia
afaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaaeaaaaapiaalaaoekaaaaaaaja
aaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia
aoaaoekaaaaappjaaaaaoeiaafaaaaadabaaahiaaaaaffiaacaaoekaaeaaaaae
abaaahiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaadaaoekaaaaakkia
abaaoeiaaeaaaaaeacaaahoaaeaaoekaaaaappiaaaaaoeiaafaaaaadaaaaapia
aaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoekaaaaaaajaaaaaoeiaaeaaaaae
aaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaakaaoekaaaaappja
aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma
aaaaoeiappppaaaafdeieefcceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaa
aaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaa
acaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa
fpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaa
aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa
gfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa
egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaa
aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa
jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa
abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal
hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa
egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa
kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa
dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa
egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa
abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa
diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa
dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa
kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa
abaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa
abaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa
dcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa
egacbaaaabaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaa
pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa
apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo
ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo
iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa
abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa
adaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklkl"
}

SubProgram "gles3 " {
Keywords { "POINT" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 410
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 397
#line 418
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 422
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 426
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    #line 430
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out mediump vec3 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD2 = vec3(xl_retval._LightCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 410
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 397
#line 418
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 397
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 401
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 405
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 433
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 435
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 439
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 443
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0));
    #line 447
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 9 [_WorldSpaceLightPos0]
Matrix 5 [_World2Object]
Vector 10 [_MainTex_ST]
"!!ARBvp1.0
# 16 ALU
PARAM c[11] = { program.local[0],
		state.matrix.mvp,
		program.local[5..10] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R1, c[9];
DP4 R2.z, R1, c[7];
DP4 R2.y, R1, c[6];
DP4 R2.x, R1, c[5];
MUL R0.xyz, R0, vertex.attrib[14].w;
DP3 result.texcoord[1].y, R2, R0;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 16 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceLightPos0]
Matrix 4 [_World2Object]
Vector 9 [_MainTex_ST]
"vs_2_0
; 19 ALU
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mov r0, c6
dp4 r3.z, c8, r0
mul r2.xyz, r1, v1.w
mov r0, c5
mov r1, c4
dp4 r3.y, c8, r0
dp4 r3.x, c8, r1
dp3 oT1.y, r3, r2
dp3 oT1.z, v2, r3
dp3 oT1.x, r3, v1
mad oT0.xy, v3, c9, c9.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 16 instructions, 2 temp regs, 0 temp arrays:
// ALU 7 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" }
"!!GLES


#ifdef VERTEX

varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_10;
  c_10.xyz = ((tmpvar_3 * _LightColor0.xyz) * (max (0.0, lightDir_2.z) * 2.0));
  c_10.w = tmpvar_4;
  c_1.xyz = c_10.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" }
"!!GLES


#ifdef VERTEX

varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_10;
  c_10.xyz = ((tmpvar_3 * _LightColor0.xyz) * (max (0.0, lightDir_2.z) * 2.0));
  c_10.w = tmpvar_4;
  c_1.xyz = c_10.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceLightPos0]
Matrix 4 [_World2Object]
Vector 9 [_MainTex_ST]
"agal_vs
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaapacagaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c6
bdaaaaaaadaaaeacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c8, r0
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
aaaaaaaaaaaaapacafaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c5
aaaaaaaaabaaapacaeaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c4
bdaaaaaaadaaacacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c8, r0
bdaaaaaaadaaabacaiaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c8, r1
bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz
bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5
adaaaaaaaaaaadacadaaaaoeaaaaaaaaajaaaaoeabaaaaaa mul r0.xy, a3, c9
abaaaaaaaaaaadaeaaaaaafeacaaaaaaajaaaaooabaaaaaa add v0.xy, r0.xyyy, c9.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 16 instructions, 2 temp regs, 0 temp arrays:
// ALU 7 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
eefiecedcffilmljbembgilolmodlpdojfnebnmmabaaaaaaamagaaaaaeaaaaaa
daaaaaaabaacaaaaneaeaaaajmafaaaaebgpgodjniabaaaaniabaaaaaaacpopp
iaabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa
abaaabaaaaaaaaaaabaaaaaaabaaacaaaaaaaaaaacaaaaaaaeaaadaaaaaaaaaa
acaabaaaaeaaahaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja
bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia
adaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapia
acaaoekaafaaaaadabaaahiaaaaaffiaaiaaoekaaeaaaaaeabaaahiaahaaoeka
aaaaaaiaabaaoeiaaeaaaaaeaaaaahiaajaaoekaaaaakkiaabaaoeiaaeaaaaae
aaaaahiaakaaoekaaaaappiaaaaaoeiaaiaaaaadabaaaboaabaaoejaaaaaoeia
abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae
abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja
aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia
afaaaaadaaaaapiaaaaaffjaaeaaoekaaeaaaaaeaaaaapiaadaaoekaaaaaaaja
aaaaoeiaaeaaaaaeaaaaapiaafaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia
agaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeia
abaaaaacaaaaammaaaaaoeiappppaaaafdeieefclmacaaaaeaaaabaakpaaaaaa
fjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaa
fjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaad
pcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaa
ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaad
hccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa
aaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
acaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa
aaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa
dcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa
aaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaa
jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa
acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa
aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa
fgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa
abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaa
abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa
abaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa
acaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah
cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa
acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa
egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa
apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo
ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo
giaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaafmaaaaaa
abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklkl"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 415
uniform highp vec4 _MainTex_ST;
#line 428
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 416
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 419
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 423
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out mediump vec3 xlv_TEXCOORD1;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.lightDir);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 415
uniform highp vec4 _MainTex_ST;
#line 428
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 429
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 432
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 436
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 440
    xll_clip_f((o.Alpha - _Cutoff));
    lowp vec3 lightDir = IN.lightDir;
    lowp vec4 c = LightingLambert( o, lightDir, 1.0);
    c.w = o.Alpha;
    #line 444
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 17 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 18 [unity_Scale]
Matrix 13 [_LightMatrix0]
Vector 19 [_MainTex_ST]
"!!ARBvp1.0
# 25 ALU
PARAM c[20] = { program.local[0],
		state.matrix.mvp,
		program.local[5..19] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R0, c[17];
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[18].w, -vertex.position;
MUL R1.xyz, R1, vertex.attrib[14].w;
DP4 R0.w, vertex.position, c[8];
DP3 result.texcoord[1].y, R0, R1;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP4 result.texcoord[2].w, R0, c[16];
DP4 result.texcoord[2].z, R0, c[15];
DP4 result.texcoord[2].y, R0, c[14];
DP4 result.texcoord[2].x, R0, c[13];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 25 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 17 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 18 [_MainTex_ST]
"vs_2_0
; 28 ALU
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mov r0, c10
mul r2.xyz, r1, v1.w
dp4 r3.z, c16, r0
mov r0, c9
dp4 r3.y, c16, r0
mov r1, c8
dp4 r3.x, c16, r1
mad r0.xyz, r3, c17.w, -v0
dp4 r0.w, v0, c7
dp3 oT1.y, r0, r2
dp3 oT1.z, v2, r0
dp3 oT1.x, r0, v1
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp4 oT2.w, r0, c15
dp4 oT2.z, r0, c14
dp4 oT2.y, r0, c13
dp4 oT2.x, r0, c12
mad oT0.xy, v3, c18, c18.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

SubProgram "gles " {
Keywords { "SPOT" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  mediump vec3 tmpvar_10;
  tmpvar_10 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_10;
  highp vec2 P_11;
  P_11 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5);
  highp float tmpvar_12;
  tmpvar_12 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz);
  lowp float atten_13;
  atten_13 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_11).w) * texture2D (_LightTextureB0, vec2(tmpvar_12)).w);
  lowp vec4 c_14;
  c_14.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * atten_13) * 2.0));
  c_14.w = tmpvar_4;
  c_1.xyz = c_14.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "SPOT" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  mediump vec3 tmpvar_10;
  tmpvar_10 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_10;
  highp vec2 P_11;
  P_11 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5);
  highp float tmpvar_12;
  tmpvar_12 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz);
  lowp float atten_13;
  atten_13 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_11).w) * texture2D (_LightTextureB0, vec2(tmpvar_12)).w);
  lowp vec4 c_14;
  c_14.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * atten_13) * 2.0));
  c_14.w = tmpvar_4;
  c_1.xyz = c_14.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 17 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 18 [_MainTex_ST]
"agal_vs
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1
adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w
acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bdaaaaaaacaaaiaeaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 v2.w, r0, c15
bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14
bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13
bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12
adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18
abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "SPOT" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec4 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 397
uniform highp vec4 _RimColor;
#line 406
#line 427
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 428
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 431
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 435
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex));
    #line 439
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out mediump vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD2 = vec4(xl_retval._LightCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec4 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 397
uniform highp vec4 _RimColor;
#line 406
#line 427
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 389
lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) {
    return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w;
}
#line 385
lowp float UnitySpotCookie( in highp vec4 LightCoord ) {
    return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w;
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 410
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 414
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 442
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 444
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 448
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 452
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingLambert( o, lightDir, (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0));
    #line 456
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec4(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 17 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 18 [unity_Scale]
Matrix 13 [_LightMatrix0]
Vector 19 [_MainTex_ST]
"!!ARBvp1.0
# 24 ALU
PARAM c[20] = { program.local[0],
		state.matrix.mvp,
		program.local[5..19] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R0, c[17];
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[18].w, -vertex.position;
MUL R1.xyz, R1, vertex.attrib[14].w;
DP3 result.texcoord[1].y, R0, R1;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP4 R0.w, vertex.position, c[8];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP4 result.texcoord[2].z, R0, c[15];
DP4 result.texcoord[2].y, R0, c[14];
DP4 result.texcoord[2].x, R0, c[13];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 24 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 17 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 18 [_MainTex_ST]
"vs_2_0
; 27 ALU
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mov r0, c10
mul r2.xyz, r1, v1.w
dp4 r3.z, c16, r0
mov r0, c9
dp4 r3.y, c16, r0
mov r1, c8
dp4 r3.x, c16, r1
mad r0.xyz, r3, c17.w, -v0
dp3 oT1.y, r0, r2
dp3 oT1.z, v2, r0
dp3 oT1.x, r0, v1
dp4 r0.w, v0, c7
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp4 oT2.z, r0, c14
dp4 oT2.y, r0, c13
dp4 oT2.x, r0, c12
mad oT0.xy, v3, c18, c18.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

SubProgram "gles " {
Keywords { "POINT_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  mediump vec3 tmpvar_10;
  tmpvar_10 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2);
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * (texture2D (_LightTextureB0, vec2(tmpvar_11)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0));
  c_12.w = tmpvar_4;
  c_1.xyz = c_12.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "POINT_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  mediump vec3 tmpvar_10;
  tmpvar_10 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2);
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * (texture2D (_LightTextureB0, vec2(tmpvar_11)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0));
  c_12.w = tmpvar_4;
  c_1.xyz = c_12.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 17 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 18 [_MainTex_ST]
"agal_vs
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1
adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w
acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0
bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14
bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13
bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12
adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18
abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "POINT_COOKIE" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 419
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 423
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 427
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    #line 431
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out mediump vec3 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD2 = vec3(xl_retval._LightCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 419
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 406
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 436
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 440
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 444
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingLambert( o, lightDir, ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0));
    #line 448
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 17 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Matrix 13 [_LightMatrix0]
Vector 18 [_MainTex_ST]
"!!ARBvp1.0
# 22 ALU
PARAM c[19] = { program.local[0],
		state.matrix.mvp,
		program.local[5..18] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R1, c[17];
MUL R0.xyz, R0, vertex.attrib[14].w;
DP4 R2.z, R1, c[11];
DP4 R2.y, R1, c[10];
DP4 R2.x, R1, c[9];
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.w, vertex.position, c[8];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
DP4 result.texcoord[2].y, R0, c[14];
DP4 result.texcoord[2].x, R0, c[13];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 22 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Matrix 12 [_LightMatrix0]
Vector 17 [_MainTex_ST]
"vs_2_0
; 25 ALU
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mov r0, c10
dp4 r3.z, c16, r0
mov r0, c9
dp4 r3.y, c16, r0
mul r2.xyz, r1, v1.w
mov r1, c8
dp4 r3.x, c16, r1
dp4 r0.w, v0, c7
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp3 oT1.y, r3, r2
dp3 oT1.z, v2, r3
dp3 oT1.x, r3, v1
dp4 oT2.y, r0, c13
dp4 oT2.x, r0, c12
mad oT0.xy, v3, c17, c17.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy;
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_10;
  c_10.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0));
  c_10.w = tmpvar_4;
  c_1.xyz = c_10.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_3 = tmpvar_7;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy;
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  highp vec4 color_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = color_5.xyz;
  tmpvar_3 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = color_5.w;
  tmpvar_4 = tmpvar_8;
  lowp float x_9;
  x_9 = (tmpvar_4 - _Cutoff);
  if ((x_9 < 0.0)) {
    discard;
  };
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_10;
  c_10.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0));
  c_10.w = tmpvar_4;
  c_1.xyz = c_10.xyz;
  c_1.w = tmpvar_4;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Matrix 12 [_LightMatrix0]
Vector 17 [_MainTex_ST]
"agal_vs
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz
bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5
bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13
bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12
adaaaaaaaaaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r0.xy, a3, c17
abaaaaaaaaaaadaeaaaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r0.xyyy, c17.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 410
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec2 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 397
#line 418
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 422
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 426
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy;
    #line 430
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out mediump vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD2 = vec2(xl_retval._LightCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 410
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec2 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 397
#line 418
uniform highp vec4 _MainTex_ST;
uniform lowp float _Cutoff;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 397
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 401
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 405
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 433
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 435
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 439
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 443
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    lowp vec3 lightDir = IN.lightDir;
    lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, IN._LightCoord).w * 1.0));
    #line 447
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 5
//   opengl - ALU: 8 to 20, TEX: 1 to 3
//   d3d9 - ALU: 8 to 20, TEX: 2 to 4
//   d3d11 - ALU: 6 to 16, TEX: 1 to 3, FLOW: 1 to 1
//   d3d11_9x - ALU: 6 to 16, TEX: 1 to 3, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 14 ALU, 2 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0, fragment.texcoord[0], texture[0], 2D;
DP3 R1.x, fragment.texcoord[2], fragment.texcoord[2];
SLT R1.y, R0.w, c[1].x;
MUL R0.xyz, R0, c[0];
MOV result.color.w, R0;
TEX R1.w, R1.x, texture[1], 2D;
KIL -R1.y;
DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.x, R1.x;
MUL R1.x, R1, fragment.texcoord[1].z;
MAX R1.x, R1, c[2];
MUL R1.x, R1, R1.w;
MUL R0.xyz, R1.x, R0;
MUL result.color.xyz, R0, c[2].y;
END
# 14 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"ps_2_0
; 15 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
def c2, 0.00000000, 1.00000000, 2.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xyz
texld r1, t0, s0
add_pp r0.x, r1.w, -c1
cmp r2.x, r0, c2, c2.y
mov_pp r2, -r2.x
dp3 r0.x, t2, t2
mov r0.xy, r0.x
mul_pp r1.xyz, r1, c0
mov_pp r0.w, r1
texkill r2.xyzw
texld r2, r0, s1
dp3_pp r0.x, t1, t1
rsq_pp r0.x, r0.x
mul_pp r0.z, r0.x, t1
max_pp r0.x, r0.z, c2
mul_pp r0.x, r0, r2
mul_pp r0.xyz, r0.x, r1
mul_pp r0.xyz, r0, c2.z
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "POINT" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 15 instructions, 3 temp regs, 0 temp arrays:
// ALU 10 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedffmlppjfgpediefbinollgneihghpfhjabaaaaaaaaadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcbaacaaaaeaaaaaaaieaaaaaafjaaaaaeegiocaaa
aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
gcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa
adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaaaaaaaaaj
bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaakaaaaaa
dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead
akaabaaaabaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaa
acaaaaaaeeaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaahbcaabaaa
abaaaaaaakaabaaaabaaaaaackbabaaaacaaaaaadeaaaaahbcaabaaaabaaaaaa
akaabaaaabaaaaaaabeaaaaaaaaaaaaabaaaaaahccaabaaaabaaaaaaegbcbaaa
adaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaafgafbaaaabaaaaaa
eghobaaaabaaaaaaaagabaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaaagaabaaa
abaaaaaaagaabaaaacaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa
egiccaaaaaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaa
diaaaaahhccabaaaaaaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaadoaaaaab
"
}

SubProgram "gles " {
Keywords { "POINT" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "POINT" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"agal_ps
c2 0.0 1.0 2.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
acaaaaaaaaaaabacabaaaappacaaaaaaabaaaaoeabaaaaaa sub r0.x, r1.w, c1
ckaaaaaaacaaabacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa slt r2.x, r0.x, c2.x
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
bfaaaaaaacaaapacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r2, r2.x
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point>
chaaaaaaaaaaaaaaacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r2.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
ahaaaaaaaaaaabacaaaaaakkacaaaaaaacaaaaoeabaaaaaa max r0.x, r0.z, c2
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c2.z
aaaaaaaaaaaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r1.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 15 instructions, 3 temp regs, 0 temp arrays:
// ALU 10 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "POINT" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 8 ALU, 1 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0, fragment.texcoord[0], texture[0], 2D;
SLT R1.x, R0.w, c[1];
MUL R0.xyz, R0, c[0];
MOV result.color.w, R0;
KIL -R1.x;
MAX R1.x, fragment.texcoord[1].z, c[2];
MUL R0.xyz, R1.x, R0;
MUL result.color.xyz, R0, c[2].y;
END
# 8 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 8 ALU, 2 TEX
dcl_2d s0
def c2, 0.00000000, 1.00000000, 2.00000000, 0
dcl t0.xy
dcl t1.xyz
texld r0, t0, s0
add_pp r1.x, r0.w, -c1
cmp r1.x, r1, c2, c2.y
mov_pp r1, -r1.x
texkill r1.xyzw
mul_pp r1.xyz, r0, c0
max_pp r0.x, t1.z, c2
mul_pp r0.xyz, r0.x, r1
mul_pp r0.xyz, r0, c2.z
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 112 // 100 used size, 8 vars
Vector 16 [_LightColor0] 4
Float 96 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 10 instructions, 2 temp regs, 0 temp arrays:
// ALU 6 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedahodpemppfefdfnndichpbdmkcamaoldabaaaaaadeacaaaaadaaaaaa
cmaaaaaajmaaaaaanaaaaaaaejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcfmabaaaaeaaaaaaafhaaaaaa
fjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae
aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadecbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj
bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaagaaaaaa
dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead
akaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa
aaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaah
icaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaaaaaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaa
pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
"agal_ps
c2 0.0 1.0 2.0 0.0
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
acaaaaaaabaaabacaaaaaappacaaaaaaabaaaaoeabaaaaaa sub r1.x, r0.w, c1
cjaaaaaaabaaabacabaaaaaaacaaaaaaacaaaaaaabaaaaaa sge r1.x, r1.x, c2.x
chaaaaaaaaaaaaaaabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r1.x
adaaaaaaabaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r0.xyzz, c0
ahaaaaaaaaaaabacabaaaakkaeaaaaaaacaaaaoeabaaaaaa max r0.x, v1.z, c2
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c2.z
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 112 // 100 used size, 8 vars
Vector 16 [_LightColor0] 4
Float 96 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 10 instructions, 2 temp regs, 0 temp arrays:
// ALU 6 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecedhffidocdfdillgnbljehjnicpnngfcapabaaaaaadiadaaaaaeaaaaaa
daaaaaaadaabaaaajeacaaaaaeadaaaaebgpgodjpiaaaaaapiaaaaaaaaacpppp
liaaaaaaeaaaaaaaacaaciaaaaaaeaaaaaaaeaaaabaaceaaaaaaeaaaaaaaaaaa
aaaaabaaabaaaaaaaaaaaaaaaaaaagaaabaaabaaaaaaaaaaaaacppppfbaaaaaf
acaaapkaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadla
bpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaajaaaaiapkaecaaaaadaaaacpia
aaaaoelaaaaioekaacaaaaadabaacpiaaaaappiaabaaaakbebaaaaababaaapia
afaaaaadabaachiaaaaaoeiaaaaaoekaalaaaaadabaaciiaabaakklaacaaaaka
acaaaaadabaaciiaabaappiaabaappiaafaaaaadaaaachiaabaappiaabaaoeia
abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcfmabaaaaeaaaaaaafhaaaaaa
fjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae
aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadecbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj
bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaagaaaaaa
dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead
akaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa
aaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaah
icaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaaaaaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaa
pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheogiaaaaaaadaaaaaa
aiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
SetTexture 2 [_LightTextureB0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 20 ALU, 3 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 0.5, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R2, fragment.texcoord[0], texture[0], 2D;
SLT R0.w, R2, c[1].x;
RCP R0.x, fragment.texcoord[2].w;
MAD R0.xy, fragment.texcoord[2], R0.x, c[2].y;
DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.x, R1.x;
DP3 R0.z, fragment.texcoord[2], fragment.texcoord[2];
SLT R1.y, c[2].x, fragment.texcoord[2].z;
MUL R1.x, R1, fragment.texcoord[1].z;
MOV result.color.w, R2;
TEX R1.w, R0, texture[1], 2D;
KIL -R0.w;
TEX R0.w, R0.z, texture[2], 2D;
MUL R1.y, R1, R1.w;
MUL R1.y, R1, R0.w;
MAX R0.w, R1.x, c[2].x;
MUL R0.xyz, R2, c[0];
MUL R0.w, R0, R1.y;
MUL R0.xyz, R0.w, R0;
MUL result.color.xyz, R0, c[2].z;
END
# 20 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
SetTexture 2 [_LightTextureB0] 2D
"ps_2_0
; 20 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c2, 0.00000000, 1.00000000, 0.50000000, 2.00000000
dcl t0.xy
dcl t1.xyz
dcl t2
texld r2, t0, s0
add_pp r0.x, r2.w, -c1
cmp r0.x, r0, c2, c2.y
mov_pp r3, -r0.x
dp3 r1.x, t2, t2
rcp r0.x, t2.w
mad r0.xy, t2, r0.x, c2.z
mov r1.xy, r1.x
mul_pp r2.xyz, r2, c0
texld r0, r0, s1
texkill r3.xyzw
texld r3, r1, s2
cmp r0.x, -t2.z, c2, c2.y
mul_pp r0.x, r0, r0.w
dp3_pp r1.x, t1, t1
rsq_pp r1.x, r1.x
mul_pp r0.z, r1.x, t1
max_pp r1.x, r0.z, c2
mul_pp r0.x, r0, r3
mul_pp r0.x, r1, r0
mul_pp r0.xyz, r0.x, r2
mul_pp r0.xyz, r0, c2.w
mov_pp r0.w, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTexture0] 2D 0
SetTexture 2 [_LightTextureB0] 2D 1
// 22 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 1 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

SubProgram "gles " {
Keywords { "SPOT" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "SPOT" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
SetTexture 2 [_LightTextureB0] 2D
"agal_ps
c2 0.0 1.0 0.5 2.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
acaaaaaaaaaaabacacaaaappacaaaaaaabaaaaoeabaaaaaa sub r0.x, r2.w, c1
ckaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa slt r0.x, r0.x, c2.x
bfaaaaaaadaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r3, r0.x
bcaaaaaaabaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r1.x, v2, v2
afaaaaaaaaaaabacacaaaappaeaaaaaaaaaaaaaaaaaaaaaa rcp r0.x, v2.w
aaaaaaaaabaaadacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.xy, r1.x
adaaaaaaaaaaadacacaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xy, v2, r0.x
abaaaaaaaaaaadacaaaaaafeacaaaaaaacaaaakkabaaaaaa add r0.xy, r0.xyyy, c2.z
adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0
ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaabaaapacabaaaafeacaaaaaaacaaaaaaafaababb tex r1, r1.xyyy, s2 <2d wrap linear point>
chaaaaaaaaaaaaaaadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r3.x
bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1
bfaaaaaaabaaaeacacaaaakkaeaaaaaaaaaaaaaaaaaaaaaa neg r1.z, v2.z
ckaaaaaaaaaaabacabaaaakkacaaaaaaacaaaaaaabaaaaaa slt r0.x, r1.z, c2.x
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
ahaaaaaaabaaabacaaaaaakkacaaaaaaacaaaaoeabaaaaaa max r1.x, r0.z, c2
adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappacaaaaaa mul r0.x, r0.x, r1.w
adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w
aaaaaaaaaaaaaiacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r2.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTexture0] 2D 0
SetTexture 2 [_LightTextureB0] 2D 1
// 22 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 1 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "SPOT" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTextureB0] 2D
SetTexture 2 [_LightTexture0] CUBE
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 16 ALU, 3 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R2, fragment.texcoord[0], texture[0], 2D;
TEX R1.w, fragment.texcoord[2], texture[2], CUBE;
SLT R0.y, R2.w, c[1].x;
DP3 R0.x, fragment.texcoord[2], fragment.texcoord[2];
MOV result.color.w, R2;
TEX R0.w, R0.x, texture[1], 2D;
KIL -R0.y;
DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.x, R0.x;
MUL R1.y, R0.w, R1.w;
MUL R1.x, R1, fragment.texcoord[1].z;
MAX R0.w, R1.x, c[2].x;
MUL R0.xyz, R2, c[0];
MUL R0.w, R0, R1.y;
MUL R0.xyz, R0.w, R0;
MUL result.color.xyz, R0, c[2].y;
END
# 16 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTextureB0] 2D
SetTexture 2 [_LightTexture0] CUBE
"ps_2_0
; 15 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_cube s2
def c2, 0.00000000, 1.00000000, 2.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xyz
texld r0, t0, s0
add_pp r1.x, r0.w, -c1
cmp r2.x, r1, c2, c2.y
mov_pp r2, -r2.x
dp3 r1.x, t2, t2
mov r1.xy, r1.x
texld r1, r1, s1
texkill r2.xyzw
texld r2, t2, s2
dp3_pp r2.x, t1, t1
rsq_pp r2.x, r2.x
mul_pp r1.z, r2.x, t1
mul_pp r2.xyz, r0, c0
mul r1.x, r1, r2.w
max_pp r0.x, r1.z, c2
mul_pp r0.x, r0, r1
mul_pp r0.xyz, r0.x, r2
mul_pp r0.xyz, r0, c2.z
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_LightTexture0] CUBE 0
// 17 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedglmghoglkalfgmfkofblngikpejochcdabaaaaaafmadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcgmacaaaaeaaaaaaajlaaaaaafjaaaaaeegiocaaa
aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae
aahabaaaabaaaaaaffffaaaafidaaaaeaahabaaaacaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaa
egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaaaaaaaaajbcaabaaa
abaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaakaaaaaadbaaaaah
bcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaa
abaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaa
efaaaaajpcaabaaaabaaaaaaagaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaa
abaaaaaaefaaaaajpcaabaaaacaaaaaaegbcbaaaadaaaaaaeghobaaaacaaaaaa
aagabaaaaaaaaaaadiaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaadkaabaaa
acaaaaaabaaaaaahccaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa
eeaaaaafccaabaaaabaaaaaabkaabaaaabaaaaaadiaaaaahccaabaaaabaaaaaa
bkaabaaaabaaaaaackbabaaaacaaaaaadeaaaaahccaabaaaabaaaaaabkaabaaa
abaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaafgafbaaaabaaaaaa
agaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa
aaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah
hccabaaaaaaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaadoaaaaab"
}

SubProgram "gles " {
Keywords { "POINT_COOKIE" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "POINT_COOKIE" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTextureB0] 2D
SetTexture 2 [_LightTexture0] CUBE
"agal_ps
c2 0.0 1.0 2.0 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
acaaaaaaaaaaabacacaaaappacaaaaaaabaaaaoeabaaaaaa sub r0.x, r2.w, c1
ckaaaaaaabaaabacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa slt r1.x, r0.x, c2.x
bfaaaaaaabaaapacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1, r1.x
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0
chaaaaaaaaaaaaaaabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r1.x
ciaaaaaaabaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r1, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaacaaaaaaafbababb tex r0, v2, s2 <cube wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1
adaaaaaaaaaaabacabaaaappacaaaaaaaaaaaappacaaaaaa mul r0.x, r1.w, r0.w
ahaaaaaaabaaabacaaaaaakkacaaaaaaacaaaaoeabaaaaaa max r1.x, r0.z, c2
adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c2.z
aaaaaaaaaaaaaiacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r2.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_LightTexture0] CUBE 0
// 17 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "POINT_COOKIE" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 10 ALU, 2 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R1.w, fragment.texcoord[2], texture[1], 2D;
SLT R1.x, R0.w, c[1];
MUL R0.xyz, R0, c[0];
MOV result.color.w, R0;
KIL -R1.x;
MAX R1.x, fragment.texcoord[1].z, c[2];
MUL R1.x, R1, R1.w;
MUL R0.xyz, R1.x, R0;
MUL result.color.xyz, R0, c[2].y;
END
# 10 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"ps_2_0
; 10 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
def c2, 0.00000000, 1.00000000, 2.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xy
texld r1, t0, s0
add_pp r0.x, r1.w, -c1
cmp r0.x, r0, c2, c2.y
mov_pp r0, -r0.x
mul_pp r1.xyz, r1, c0
texkill r0.xyzw
texld r0, t2, s1
max_pp r0.x, t1.z, c2
mul_pp r0.x, r0, r0.w
mul_pp r0.xyz, r0.x, r1
mul_pp r0.xyz, r0, c2.z
mov_pp r0.w, r1
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 11 instructions, 2 temp regs, 0 temp arrays:
// ALU 6 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefieceddaeaahgfoknhnaijlpefnbijkfmnbpfgabaaaaaajiacaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaeaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefckiabaaaaeaaaaaaagkaaaaaafjaaaaaeegiocaaa
aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadecbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaaaaaaaaaj
bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaakaaaaaa
dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead
akaabaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa
abaaaaaaaagabaaaaaaaaaaadeaaaaahbcaabaaaabaaaaaackbabaaaacaaaaaa
abeaaaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaaagaabaaaabaaaaaapgapbaaa
abaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaa
abaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaa
aaaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaadoaaaaab"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
Float 1 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"agal_ps
c2 0.0 1.0 2.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
acaaaaaaaaaaabacabaaaappacaaaaaaabaaaaoeabaaaaaa sub r0.x, r1.w, c1
ckaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa slt r0.x, r0.x, c2.x
bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v2, s1 <2d wrap linear point>
ahaaaaaaaaaaabacabaaaakkaeaaaaaaacaaaaoeabaaaaaa max r0.x, v1.z, c2
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c2.z
aaaaaaaaaaaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r1.w
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 176 // 164 used size, 9 vars
Vector 16 [_LightColor0] 4
Float 160 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 11 instructions, 2 temp regs, 0 temp arrays:
// ALU 6 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_MainTex_ST]
"!!ARBvp1.0
# 21 ALU
PARAM c[11] = { program.local[0],
		state.matrix.mvp,
		program.local[5..10] };
TEMP R0;
TEMP R1;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R1.xyz, R0, vertex.attrib[14].w;
DP3 R0.y, R1, c[5];
DP3 R0.x, vertex.attrib[14], c[5];
DP3 R0.z, vertex.normal, c[5];
MUL result.texcoord[1].xyz, R0, c[9].w;
DP3 R0.y, R1, c[6];
DP3 R0.x, vertex.attrib[14], c[6];
DP3 R0.z, vertex.normal, c[6];
MUL result.texcoord[2].xyz, R0, c[9].w;
DP3 R0.y, R1, c[7];
DP3 R0.x, vertex.attrib[14], c[7];
DP3 R0.z, vertex.normal, c[7];
MUL result.texcoord[3].xyz, R0, c[9].w;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 21 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Matrix 4 [_Object2World]
Vector 8 [unity_Scale]
Vector 9 [_MainTex_ST]
"vs_2_0
; 22 ALU
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r1.xyz, r0, v1.w
dp3 r0.y, r1, c4
dp3 r0.x, v1, c4
dp3 r0.z, v2, c4
mul oT1.xyz, r0, c8.w
dp3 r0.y, r1, c5
dp3 r0.x, v1, c5
dp3 r0.z, v2, c5
mul oT2.xyz, r0, c8.w
dp3 r0.y, r1, c6
dp3 r0.x, v1, c6
dp3 r0.z, v2, c6
mul oT3.xyz, r0, c8.w
mad oT0.xy, v3, c9, c9.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerDraw" 1
// 30 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  vec3 v_6;
  v_6.x = _Object2World[0].x;
  v_6.y = _Object2World[1].x;
  v_6.z = _Object2World[2].x;
  vec3 v_7;
  v_7.x = _Object2World[0].y;
  v_7.y = _Object2World[1].y;
  v_7.z = _Object2World[2].y;
  vec3 v_8;
  v_8.x = _Object2World[0].z;
  v_8.y = _Object2World[1].z;
  v_8.z = _Object2World[2].z;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w);
  xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w);
  xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w);
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 worldN_2;
  lowp float tmpvar_3;
  highp vec4 color_4;
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_4 = tmpvar_5;
  highp float tmpvar_6;
  tmpvar_6 = color_4.w;
  tmpvar_3 = tmpvar_6;
  lowp float x_7;
  x_7 = (tmpvar_3 - _Cutoff);
  if ((x_7 < 0.0)) {
    discard;
  };
  highp float tmpvar_8;
  tmpvar_8 = xlv_TEXCOORD1.z;
  worldN_2.x = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD2.z;
  worldN_2.y = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = xlv_TEXCOORD3.z;
  worldN_2.z = tmpvar_10;
  res_1.xyz = ((worldN_2 * 0.5) + 0.5);
  res_1.w = 0.0;
  gl_FragData[0] = res_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  vec3 v_6;
  v_6.x = _Object2World[0].x;
  v_6.y = _Object2World[1].x;
  v_6.z = _Object2World[2].x;
  vec3 v_7;
  v_7.x = _Object2World[0].y;
  v_7.y = _Object2World[1].y;
  v_7.z = _Object2World[2].y;
  vec3 v_8;
  v_8.x = _Object2World[0].z;
  v_8.y = _Object2World[1].z;
  v_8.z = _Object2World[2].z;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w);
  xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w);
  xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w);
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 worldN_2;
  lowp float tmpvar_3;
  highp vec4 color_4;
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_4 = tmpvar_5;
  highp float tmpvar_6;
  tmpvar_6 = color_4.w;
  tmpvar_3 = tmpvar_6;
  lowp float x_7;
  x_7 = (tmpvar_3 - _Cutoff);
  if ((x_7 < 0.0)) {
    discard;
  };
  highp float tmpvar_8;
  tmpvar_8 = xlv_TEXCOORD1.z;
  worldN_2.x = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD2.z;
  worldN_2.y = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = xlv_TEXCOORD3.z;
  worldN_2.z = tmpvar_10;
  res_1.xyz = ((worldN_2 * 0.5) + 0.5);
  res_1.w = 0.0;
  gl_FragData[0] = res_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerDraw" 1
// 30 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
#line 430
uniform lowp float _Cutoff;
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 421
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 425
    o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w);
    o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w);
    o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w);
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.TtoW0);
    xlv_TEXCOORD2 = vec3(xl_retval.TtoW1);
    xlv_TEXCOORD3 = vec3(xl_retval.TtoW2);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
#line 430
uniform lowp float _Cutoff;
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 431
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 434
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 438
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 442
    xll_clip_f((o.Alpha - _Cutoff));
    lowp vec3 worldN;
    worldN.x = dot( IN.TtoW0, o.Normal);
    worldN.y = dot( IN.TtoW1, o.Normal);
    #line 446
    worldN.z = dot( IN.TtoW2, o.Normal);
    o.Normal = worldN;
    lowp vec4 res;
    res.xyz = ((o.Normal * 0.5) + 0.5);
    #line 450
    res.w = o.Specular;
    return res;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.TtoW0 = vec3(xlv_TEXCOORD1);
    xlt_IN.TtoW1 = vec3(xlv_TEXCOORD2);
    xlt_IN.TtoW2 = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 1
//   opengl - ALU: 8 to 8, TEX: 1 to 1
//   d3d9 - ALU: 9 to 9, TEX: 2 to 2
//   d3d11 - ALU: 2 to 2, TEX: 1 to 1, FLOW: 1 to 1
//   d3d11_9x - ALU: 2 to 2, TEX: 1 to 1, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { }
Float 0 [_Cutoff]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 8 ALU, 1 TEX
PARAM c[2] = { program.local[0],
		{ 0, 0.5 } };
TEMP R0;
TEX R0.w, fragment.texcoord[0], texture[0], 2D;
SLT R0.x, R0.w, c[0];
MOV R0.z, fragment.texcoord[3];
MOV R0.y, fragment.texcoord[2].z;
MOV result.color.w, c[1].x;
KIL -R0.x;
MOV R0.x, fragment.texcoord[1].z;
MAD result.color.xyz, R0, c[1].y, c[1].y;
END
# 8 instructions, 1 R-regs
"
}

SubProgram "d3d9 " {
Keywords { }
Float 0 [_Cutoff]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 9 ALU, 2 TEX
dcl_2d s0
def c1, 0.00000000, 1.00000000, 0.50000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xyz
dcl t3.xyz
texld r0, t0, s0
add_pp r0.x, r0.w, -c0
cmp r0.x, r0, c1, c1.y
mov_pp r0, -r0.x
texkill r0.xyzw
mov_pp r0.z, t3
mov_pp r0.x, t1.z
mov_pp r0.y, t2.z
mad_pp r0.xyz, r0, c1.z, c1.z
mov_pp r0.w, c1.x
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { }
ConstBuffer "$Globals" 112 // 100 used size, 8 vars
Float 96 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 10 instructions, 1 temp regs, 0 temp arrays:
// ALU 2 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedipopjhaodnkeicdakdidjajfaoeicnliabaaaaaaiaacaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaeaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefchiabaaaaeaaaaaaafoaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa
fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaa
gcbaaaadecbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa
efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa
aaaaaaaaaaaaaaajbcaabaaaaaaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaa
aaaaaaaaagaaaaaadbaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaa
aaaaaaaaanaaaeadakaabaaaaaaaaaaadgaaaaafbcaabaaaaaaaaaaackbabaaa
acaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaaadaaaaaadgaaaaafecaabaaa
aaaaaaaackbabaaaaeaaaaaadcaaaaaphccabaaaaaaaaaaaegacbaaaaaaaaaaa
aceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadp
aaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab
"
}

SubProgram "gles " {
Keywords { }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { }
"!!GLES"
}

SubProgram "d3d11_9x " {
Keywords { }
ConstBuffer "$Globals" 112 // 100 used size, 8 vars
Float 96 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 10 instructions, 1 temp regs, 0 temp arrays:
// ALU 2 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecednahofdhcenldoemijicadhkplonhnfbmabaaaaaajmadaaaaaeaaaaaa
daaaaaaaeiabaaaamiacaaaagiadaaaaebgpgodjbaabaaaabaabaaaaaaacpppp
nmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaagaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaadpaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahla
bpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaaiaadaaahlabpaaaaacaaaaaaja
aaaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaacaaaaadaaaacpiaaaaappia
aaaaaakbebaaaaabaaaaapiaafaaaaadaaaacbiaabaakklaabaaaakaafaaaaad
aaaacciaacaakklaabaaaakaafaaaaadaaaaceiaadaakklaabaaaakaacaaaaad
aaaachiaaaaaoeiaabaaaakaabaaaaacaaaaciiaabaaffkaabaaaaacaaaicpia
aaaaoeiappppaaaafdeieefchiabaaaaeaaaaaaafoaaaaaafjaaaaaeegiocaaa
aaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaad
ecbabaaaadaaaaaagcbaaaadecbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa
giaaaaacabaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaa
aaaaaaaaaagabaaaaaaaaaaaaaaaaaajbcaabaaaaaaaaaaadkaabaaaaaaaaaaa
akiacaiaebaaaaaaaaaaaaaaagaaaaaadbaaaaahbcaabaaaaaaaaaaaakaabaaa
aaaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaaaaaaaaaadgaaaaafbcaabaaa
aaaaaaaackbabaaaacaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaaadaaaaaa
dgaaaaafecaabaaaaaaaaaaackbabaaaaeaaaaaadcaaaaaphccabaaaaaaaaaaa
egacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaa
aaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa
aaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa
abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaeaaaa
imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaaimaaaaaaadaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaafeeffied
epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

SubProgram "gles3 " {
Keywords { }
"!!GLES3"
}

}
	}
	Pass {
		Name "PREPASS"
		Tags { "LightMode" = "PrePassFinal" }
		ZWrite Off
Program "vp" {
// Vertex combos: 6
//   opengl - ALU: 24 to 41
//   d3d9 - ALU: 25 to 42
//   d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
"!!ARBvp1.0
# 41 ALU
PARAM c[24] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..23] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.x, R1, c[18];
DP4 R3.y, R1, c[19];
ADD R2.xyz, R2, R3;
MAD R0.w, R0.x, R0.x, -R0.y;
MUL R3.xyz, R0.w, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
ADD result.texcoord[3].xyz, R2, R3;
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[22].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
END
# 41 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
"vs_2_0
; 42 ALU
def c24, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r1.xyz, v2, c22.w
dp3 r2.w, r1, c5
dp3 r0.x, r1, c4
dp3 r0.z, r1, c6
mov r0.y, r2.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c24.x
dp4 r2.z, r0, c17
dp4 r2.y, r0, c16
dp4 r2.x, r0, c15
mul r0.y, r2.w, r2.w
mad r0.w, r0.x, r0.x, -r0.y
dp4 r3.z, r1, c20
dp4 r3.y, r1, c19
dp4 r3.x, r1, c18
add r2.xyz, r2, r3
mul r3.xyz, r0.w, c21
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c12
add oT3.xyz, r2, r3
mov r1.w, c24.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c22.w, -v0
dp3 oT1.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c24.y
mul r1.y, r1, c13.x
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
mad oT2.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT2.zw, r0
mad oT0.xy, v3, c23, c23.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_7;
  tmpvar_7.x = tmpvar_6.x;
  tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_7 + tmpvar_6.w);
  o_5.zw = tmpvar_4.zw;
  mat3 tmpvar_8;
  tmpvar_8[0] = _Object2World[0].xyz;
  tmpvar_8[1] = _Object2World[1].xyz;
  tmpvar_8[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_10;
  mediump vec4 normal_11;
  normal_11 = tmpvar_9;
  highp float vC_12;
  mediump vec3 x3_13;
  mediump vec3 x2_14;
  mediump vec3 x1_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAr, normal_11);
  x1_15.x = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHAg, normal_11);
  x1_15.y = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHAb, normal_11);
  x1_15.z = tmpvar_18;
  mediump vec4 tmpvar_19;
  tmpvar_19 = (normal_11.xyzz * normal_11.yzzx);
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBr, tmpvar_19);
  x2_14.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHBg, tmpvar_19);
  x2_14.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHBb, tmpvar_19);
  x2_14.z = tmpvar_22;
  mediump float tmpvar_23;
  tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y));
  vC_12 = tmpvar_23;
  highp vec3 tmpvar_24;
  tmpvar_24 = (unity_SHC.xyz * vC_12);
  x3_13 = tmpvar_24;
  tmpvar_10 = ((x1_15 + x2_14) + x3_13);
  tmpvar_3 = tmpvar_10;
  highp vec3 tmpvar_25;
  highp vec3 tmpvar_26;
  tmpvar_25 = tmpvar_1.xyz;
  tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_27;
  tmpvar_27[0].x = tmpvar_25.x;
  tmpvar_27[0].y = tmpvar_26.x;
  tmpvar_27[0].z = tmpvar_2.x;
  tmpvar_27[1].x = tmpvar_25.y;
  tmpvar_27[1].y = tmpvar_26.y;
  tmpvar_27[1].z = tmpvar_2.y;
  tmpvar_27[2].x = tmpvar_25.z;
  tmpvar_27[2].y = tmpvar_26.z;
  tmpvar_27[2].z = tmpvar_2.z;
  highp vec4 tmpvar_28;
  tmpvar_28.w = 1.0;
  tmpvar_28.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_5;
  xlv_TEXCOORD3 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_8.w;
  tmpvar_6 = tmpvar_13;
  lowp float x_14;
  x_14 = (tmpvar_6 - _Cutoff);
  if ((x_14 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_16.w;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_16.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_17;
  lowp vec4 c_18;
  mediump vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_4 * light_3.xyz);
  c_18.xyz = tmpvar_19;
  c_18.w = tmpvar_6;
  c_2 = c_18;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_7;
  tmpvar_7.x = tmpvar_6.x;
  tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_7 + tmpvar_6.w);
  o_5.zw = tmpvar_4.zw;
  mat3 tmpvar_8;
  tmpvar_8[0] = _Object2World[0].xyz;
  tmpvar_8[1] = _Object2World[1].xyz;
  tmpvar_8[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_10;
  mediump vec4 normal_11;
  normal_11 = tmpvar_9;
  highp float vC_12;
  mediump vec3 x3_13;
  mediump vec3 x2_14;
  mediump vec3 x1_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAr, normal_11);
  x1_15.x = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHAg, normal_11);
  x1_15.y = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHAb, normal_11);
  x1_15.z = tmpvar_18;
  mediump vec4 tmpvar_19;
  tmpvar_19 = (normal_11.xyzz * normal_11.yzzx);
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBr, tmpvar_19);
  x2_14.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHBg, tmpvar_19);
  x2_14.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHBb, tmpvar_19);
  x2_14.z = tmpvar_22;
  mediump float tmpvar_23;
  tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y));
  vC_12 = tmpvar_23;
  highp vec3 tmpvar_24;
  tmpvar_24 = (unity_SHC.xyz * vC_12);
  x3_13 = tmpvar_24;
  tmpvar_10 = ((x1_15 + x2_14) + x3_13);
  tmpvar_3 = tmpvar_10;
  highp vec3 tmpvar_25;
  highp vec3 tmpvar_26;
  tmpvar_25 = tmpvar_1.xyz;
  tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_27;
  tmpvar_27[0].x = tmpvar_25.x;
  tmpvar_27[0].y = tmpvar_26.x;
  tmpvar_27[0].z = tmpvar_2.x;
  tmpvar_27[1].x = tmpvar_25.y;
  tmpvar_27[1].y = tmpvar_26.y;
  tmpvar_27[1].z = tmpvar_2.y;
  tmpvar_27[2].x = tmpvar_25.z;
  tmpvar_27[2].y = tmpvar_26.z;
  tmpvar_27[2].z = tmpvar_2.z;
  highp vec4 tmpvar_28;
  tmpvar_28.w = 1.0;
  tmpvar_28.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_5;
  xlv_TEXCOORD3 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_8.w;
  tmpvar_6 = tmpvar_13;
  lowp float x_14;
  x_14 = (tmpvar_6 - _Cutoff);
  if ((x_14 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_16.w;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_16.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_17;
  lowp vec4 c_18;
  mediump vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_4 * light_3.xyz);
  c_18.xyz = tmpvar_19;
  c_18.w = tmpvar_6;
  c_2 = c_18;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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lcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaaaaaaaaaegaibaaa
abaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaa
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bbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaa
bbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaa
bbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaa
diaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaai
bcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaai
ccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaai
ecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaah
hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
aaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa
akaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaak
hccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa
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 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 433
uniform lowp float _Cutoff;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 421
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 425
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 429
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 433
uniform lowp float _Cutoff;
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 437
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 441
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 445
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 449
    light = (-log2(light));
    light.xyz += IN.vlight;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    c.xyz += o.Emission;
    #line 453
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 17 [_WorldSpaceCameraPos]
Vector 18 [_ProjectionParams]
Vector 19 [unity_ShadowFadeCenterAndType]
Matrix 9 [_Object2World]
Matrix 13 [_World2Object]
Vector 20 [unity_Scale]
Vector 21 [unity_LightmapST]
Vector 22 [_MainTex_ST]
"!!ARBvp1.0
# 33 ALU
PARAM c[23] = { { 1, 0.5 },
		state.matrix.modelview[0],
		state.matrix.mvp,
		program.local[9..22] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[17];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[8];
DP4 R2.z, R1, c[15];
DP4 R2.x, R1, c[13];
DP4 R2.y, R1, c[14];
MAD R2.xyz, R2, c[20].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[18].x;
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV R0.x, c[0];
ADD R0.y, R0.x, -c[19].w;
DP4 R0.x, vertex.position, c[3];
DP4 R1.z, vertex.position, c[11];
DP4 R1.x, vertex.position, c[9];
DP4 R1.y, vertex.position, c[10];
ADD R1.xyz, R1, -c[19];
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
MOV result.texcoord[2].zw, R0;
MUL result.texcoord[4].xyz, R1, c[19].w;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw;
MUL result.texcoord[4].w, -R0.x, R0.y;
END
# 33 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_modelview0]
Matrix 4 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_ProjectionParams]
Vector 18 [_ScreenParams]
Vector 19 [unity_ShadowFadeCenterAndType]
Matrix 8 [_Object2World]
Matrix 12 [_World2Object]
Vector 20 [unity_Scale]
Vector 21 [unity_LightmapST]
Vector 22 [_MainTex_ST]
"vs_2_0
; 34 ALU
def c23, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c16
mov r1.w, c23.x
dp4 r0.w, v0, c7
dp4 r2.z, r1, c14
dp4 r2.x, r1, c12
dp4 r2.y, r1, c13
mad r2.xyz, r2, c20.w, -v0
dp3 oT1.y, r2, r0
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
mul r1.xyz, r0.xyww, c23.y
mul r1.y, r1, c17.x
mad oT2.xy, r1.z, c18.zwzw, r1
mov oPos, r0
mov r0.x, c19.w
add r0.y, c23.x, -r0.x
dp4 r0.x, v0, c2
dp4 r1.z, v0, c10
dp4 r1.x, v0, c8
dp4 r1.y, v0, c9
add r1.xyz, r1, -c19
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
mov oT2.zw, r0
mul oT4.xyz, r1, c19.w
mad oT0.xy, v3, c22, c22.zwzw
mad oT3.xy, v4, c21, c21.zwzw
mul oT4.w, -r0.x, r0.y
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_7;
  tmpvar_7.x = tmpvar_6.x;
  tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_7 + tmpvar_6.w);
  o_5.zw = tmpvar_4.zw;
  tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec4 tmpvar_11;
  tmpvar_11.w = 1.0;
  tmpvar_11.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_5;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = color_11.xyz;
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_11.w;
  tmpvar_9 = tmpvar_16;
  lowp float x_17;
  x_17 = (tmpvar_9 - _Cutoff);
  if ((x_17 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_18;
  mediump vec4 tmpvar_19;
  tmpvar_19 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_19.w;
  highp float tmpvar_20;
  tmpvar_20 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_22;
  light_6.xyz = (tmpvar_19.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_23;
  mediump vec3 tmpvar_24;
  tmpvar_24 = (tmpvar_7 * light_6.xyz);
  c_23.xyz = tmpvar_24;
  c_23.w = tmpvar_9;
  c_2 = c_23;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_7;
  tmpvar_7.x = tmpvar_6.x;
  tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_7 + tmpvar_6.w);
  o_5.zw = tmpvar_4.zw;
  tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec4 tmpvar_11;
  tmpvar_11.w = 1.0;
  tmpvar_11.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_5;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = color_11.xyz;
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_11.w;
  tmpvar_9 = tmpvar_16;
  lowp float x_17;
  x_17 = (tmpvar_9 - _Cutoff);
  if ((x_17 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_18;
  mediump vec4 tmpvar_19;
  tmpvar_19 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_19.w;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_21;
  tmpvar_21 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_22;
  tmpvar_22 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz);
  lmFull_4 = tmpvar_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz);
  lmIndirect_3 = tmpvar_24;
  light_6.xyz = (tmpvar_19.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_25;
  mediump vec3 tmpvar_26;
  tmpvar_26 = (tmpvar_7 * light_6.xyz);
  c_25.xyz = tmpvar_26;
  c_25.w = tmpvar_9;
  c_2 = c_25;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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akbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaa
adaaaaaaagaaaaaackbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaa
aaaaaaaackiacaaaadaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaaaaaaaaaa
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aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
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abaaaaaaamadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa
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aaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffied
epepfceeaaklklkl"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 438
uniform lowp vec4 unity_Ambient;
uniform lowp float _Cutoff;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    #line 422
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 426
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 430
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
    xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 438
uniform lowp vec4 unity_Ambient;
uniform lowp float _Cutoff;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 440
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 442
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 446
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 450
    o.Gloss = 0.0;
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    #line 454
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    #line 458
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    #line 462
    light.xyz += lm;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 9 [_WorldSpaceCameraPos]
Vector 10 [_ProjectionParams]
Matrix 5 [_World2Object]
Vector 11 [unity_Scale]
Vector 12 [unity_LightmapST]
Vector 13 [_MainTex_ST]
"!!ARBvp1.0
# 24 ALU
PARAM c[14] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..13] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[9];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[7];
DP4 R2.x, R1, c[5];
DP4 R2.y, R1, c[6];
MAD R2.xyz, R2, c[11].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[10].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw;
END
# 24 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceCameraPos]
Vector 9 [_ProjectionParams]
Vector 10 [_ScreenParams]
Matrix 4 [_World2Object]
Vector 11 [unity_Scale]
Vector 12 [unity_LightmapST]
Vector 13 [_MainTex_ST]
"vs_2_0
; 25 ALU
def c14, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c8
mov r1.w, c14.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c6
dp4 r2.x, r1, c4
dp4 r2.y, r1, c5
mad r2.xyz, r2, c11.w, -v0
dp3 oT1.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c14.y
mul r1.y, r1, c9.x
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
mad oT2.xy, r1.z, c10.zwzw, r1
mov oPos, r0
mov oT2.zw, r0
mad oT0.xy, v3, c13, c13.zwzw
mad oT3.xy, v4, c12, c12.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (tmpvar_3 * 0.5);
  highp vec2 tmpvar_6;
  tmpvar_6.x = tmpvar_5.x;
  tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x);
  o_4.xy = (tmpvar_6 + tmpvar_5.w);
  o_4.zw = tmpvar_3.zw;
  highp vec3 tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_7 = tmpvar_1.xyz;
  tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_9;
  tmpvar_9[0].x = tmpvar_7.x;
  tmpvar_9[0].y = tmpvar_8.x;
  tmpvar_9[0].z = tmpvar_2.x;
  tmpvar_9[1].x = tmpvar_7.y;
  tmpvar_9[1].y = tmpvar_8.y;
  tmpvar_9[1].z = tmpvar_2.y;
  tmpvar_9[2].x = tmpvar_7.z;
  tmpvar_9[2].y = tmpvar_8.z;
  tmpvar_9[2].z = tmpvar_2.z;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_3;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_4;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_8.w;
  tmpvar_6 = tmpvar_13;
  lowp float x_14;
  x_14 = (tmpvar_6 - _Cutoff);
  if ((x_14 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_15;
  mat3 tmpvar_16;
  tmpvar_16[0].x = 0.816497;
  tmpvar_16[0].y = -0.408248;
  tmpvar_16[0].z = -0.408248;
  tmpvar_16[1].x = 0.0;
  tmpvar_16[1].y = 0.707107;
  tmpvar_16[1].z = -0.707107;
  tmpvar_16[2].x = 0.57735;
  tmpvar_16[2].y = 0.57735;
  tmpvar_16[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_17;
  mediump vec3 lm_18;
  lowp vec3 tmpvar_19;
  tmpvar_19 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_18 = tmpvar_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_17 = tmpvar_20;
  lm_18 = (lm_18 * dot (clamp ((tmpvar_16 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_17));
  mediump vec4 tmpvar_21;
  tmpvar_21.w = 0.0;
  tmpvar_21.xyz = lm_18;
  mediump vec4 tmpvar_22;
  tmpvar_22 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_21);
  light_3 = tmpvar_22;
  lowp vec4 c_23;
  mediump vec3 tmpvar_24;
  tmpvar_24 = (tmpvar_4 * tmpvar_22.xyz);
  c_23.xyz = tmpvar_24;
  c_23.w = tmpvar_6;
  c_2 = c_23;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (tmpvar_3 * 0.5);
  highp vec2 tmpvar_6;
  tmpvar_6.x = tmpvar_5.x;
  tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x);
  o_4.xy = (tmpvar_6 + tmpvar_5.w);
  o_4.zw = tmpvar_3.zw;
  highp vec3 tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_7 = tmpvar_1.xyz;
  tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_9;
  tmpvar_9[0].x = tmpvar_7.x;
  tmpvar_9[0].y = tmpvar_8.x;
  tmpvar_9[0].z = tmpvar_2.x;
  tmpvar_9[1].x = tmpvar_7.y;
  tmpvar_9[1].y = tmpvar_8.y;
  tmpvar_9[1].z = tmpvar_2.y;
  tmpvar_9[2].x = tmpvar_7.z;
  tmpvar_9[2].y = tmpvar_8.z;
  tmpvar_9[2].z = tmpvar_2.z;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_3;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_4;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_8.w;
  tmpvar_6 = tmpvar_13;
  lowp float x_14;
  x_14 = (tmpvar_6 - _Cutoff);
  if ((x_14 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  mat3 tmpvar_18;
  tmpvar_18[0].x = 0.816497;
  tmpvar_18[0].y = -0.408248;
  tmpvar_18[0].z = -0.408248;
  tmpvar_18[1].x = 0.0;
  tmpvar_18[1].y = 0.707107;
  tmpvar_18[1].z = -0.707107;
  tmpvar_18[2].x = 0.57735;
  tmpvar_18[2].y = 0.57735;
  tmpvar_18[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_19;
  mediump vec3 lm_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz);
  lm_20 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz);
  scalePerBasisVector_19 = tmpvar_22;
  lm_20 = (lm_20 * dot (clamp ((tmpvar_18 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_19));
  mediump vec4 tmpvar_23;
  tmpvar_23.w = 0.0;
  tmpvar_23.xyz = lm_20;
  mediump vec4 tmpvar_24;
  tmpvar_24 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_23);
  light_3 = tmpvar_24;
  lowp vec4 c_25;
  mediump vec3 tmpvar_26;
  tmpvar_26 = (tmpvar_4 * tmpvar_24.xyz);
  c_25.xyz = tmpvar_26;
  c_25.w = tmpvar_6;
  c_2 = c_25;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 433
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
uniform lowp float _Cutoff;
#line 437
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    #line 421
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 425
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 429
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 433
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
uniform lowp float _Cutoff;
#line 437
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 437
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 441
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 445
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 449
    xll_clip_f((o.Alpha - _Cutoff));
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    #line 453
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true);
    light += lm;
    #line 457
    mediump vec4 c = LightingLambert_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
"!!ARBvp1.0
# 41 ALU
PARAM c[24] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..23] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.x, R1, c[18];
DP4 R3.y, R1, c[19];
ADD R2.xyz, R2, R3;
MAD R0.w, R0.x, R0.x, -R0.y;
MUL R3.xyz, R0.w, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
ADD result.texcoord[3].xyz, R2, R3;
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[22].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
END
# 41 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
"vs_2_0
; 42 ALU
def c24, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r1.xyz, v2, c22.w
dp3 r2.w, r1, c5
dp3 r0.x, r1, c4
dp3 r0.z, r1, c6
mov r0.y, r2.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c24.x
dp4 r2.z, r0, c17
dp4 r2.y, r0, c16
dp4 r2.x, r0, c15
mul r0.y, r2.w, r2.w
mad r0.w, r0.x, r0.x, -r0.y
dp4 r3.z, r1, c20
dp4 r3.y, r1, c19
dp4 r3.x, r1, c18
add r2.xyz, r2, r3
mul r3.xyz, r0.w, c21
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c12
add oT3.xyz, r2, r3
mov r1.w, c24.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c22.w, -v0
dp3 oT1.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c24.y
mul r1.y, r1, c13.x
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
mad oT2.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT2.zw, r0
mad oT0.xy, v3, c23, c23.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_7;
  tmpvar_7.x = tmpvar_6.x;
  tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_7 + tmpvar_6.w);
  o_5.zw = tmpvar_4.zw;
  mat3 tmpvar_8;
  tmpvar_8[0] = _Object2World[0].xyz;
  tmpvar_8[1] = _Object2World[1].xyz;
  tmpvar_8[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_10;
  mediump vec4 normal_11;
  normal_11 = tmpvar_9;
  highp float vC_12;
  mediump vec3 x3_13;
  mediump vec3 x2_14;
  mediump vec3 x1_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAr, normal_11);
  x1_15.x = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHAg, normal_11);
  x1_15.y = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHAb, normal_11);
  x1_15.z = tmpvar_18;
  mediump vec4 tmpvar_19;
  tmpvar_19 = (normal_11.xyzz * normal_11.yzzx);
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBr, tmpvar_19);
  x2_14.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHBg, tmpvar_19);
  x2_14.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHBb, tmpvar_19);
  x2_14.z = tmpvar_22;
  mediump float tmpvar_23;
  tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y));
  vC_12 = tmpvar_23;
  highp vec3 tmpvar_24;
  tmpvar_24 = (unity_SHC.xyz * vC_12);
  x3_13 = tmpvar_24;
  tmpvar_10 = ((x1_15 + x2_14) + x3_13);
  tmpvar_3 = tmpvar_10;
  highp vec3 tmpvar_25;
  highp vec3 tmpvar_26;
  tmpvar_25 = tmpvar_1.xyz;
  tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_27;
  tmpvar_27[0].x = tmpvar_25.x;
  tmpvar_27[0].y = tmpvar_26.x;
  tmpvar_27[0].z = tmpvar_2.x;
  tmpvar_27[1].x = tmpvar_25.y;
  tmpvar_27[1].y = tmpvar_26.y;
  tmpvar_27[1].z = tmpvar_2.y;
  tmpvar_27[2].x = tmpvar_25.z;
  tmpvar_27[2].y = tmpvar_26.z;
  tmpvar_27[2].z = tmpvar_2.z;
  highp vec4 tmpvar_28;
  tmpvar_28.w = 1.0;
  tmpvar_28.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_5;
  xlv_TEXCOORD3 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_8.w;
  tmpvar_6 = tmpvar_13;
  lowp float x_14;
  x_14 = (tmpvar_6 - _Cutoff);
  if ((x_14 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_16.w;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_16.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_17;
  lowp vec4 c_18;
  mediump vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_4 * light_3.xyz);
  c_18.xyz = tmpvar_19;
  c_18.w = tmpvar_6;
  c_2 = c_18;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_7;
  tmpvar_7.x = tmpvar_6.x;
  tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_7 + tmpvar_6.w);
  o_5.zw = tmpvar_4.zw;
  mat3 tmpvar_8;
  tmpvar_8[0] = _Object2World[0].xyz;
  tmpvar_8[1] = _Object2World[1].xyz;
  tmpvar_8[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_10;
  mediump vec4 normal_11;
  normal_11 = tmpvar_9;
  highp float vC_12;
  mediump vec3 x3_13;
  mediump vec3 x2_14;
  mediump vec3 x1_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAr, normal_11);
  x1_15.x = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHAg, normal_11);
  x1_15.y = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHAb, normal_11);
  x1_15.z = tmpvar_18;
  mediump vec4 tmpvar_19;
  tmpvar_19 = (normal_11.xyzz * normal_11.yzzx);
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBr, tmpvar_19);
  x2_14.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHBg, tmpvar_19);
  x2_14.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHBb, tmpvar_19);
  x2_14.z = tmpvar_22;
  mediump float tmpvar_23;
  tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y));
  vC_12 = tmpvar_23;
  highp vec3 tmpvar_24;
  tmpvar_24 = (unity_SHC.xyz * vC_12);
  x3_13 = tmpvar_24;
  tmpvar_10 = ((x1_15 + x2_14) + x3_13);
  tmpvar_3 = tmpvar_10;
  highp vec3 tmpvar_25;
  highp vec3 tmpvar_26;
  tmpvar_25 = tmpvar_1.xyz;
  tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_27;
  tmpvar_27[0].x = tmpvar_25.x;
  tmpvar_27[0].y = tmpvar_26.x;
  tmpvar_27[0].z = tmpvar_2.x;
  tmpvar_27[1].x = tmpvar_25.y;
  tmpvar_27[1].y = tmpvar_26.y;
  tmpvar_27[1].z = tmpvar_2.y;
  tmpvar_27[2].x = tmpvar_25.z;
  tmpvar_27[2].y = tmpvar_26.z;
  tmpvar_27[2].z = tmpvar_2.z;
  highp vec4 tmpvar_28;
  tmpvar_28.w = 1.0;
  tmpvar_28.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_5;
  xlv_TEXCOORD3 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_8.w;
  tmpvar_6 = tmpvar_13;
  lowp float x_14;
  x_14 = (tmpvar_6 - _Cutoff);
  if ((x_14 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_16.w;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_16.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_17;
  lowp vec4 c_18;
  mediump vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_4 * light_3.xyz);
  c_18.xyz = tmpvar_19;
  c_18.w = tmpvar_6;
  c_2 = c_18;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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bhaaaakaacaaaaadacaaadoaabaakkiaabaaomiaafaaaaadabaaahiaacaaoeja
bgaappkaafaaaaadacaaahiaabaaffiabaaaoekaaeaaaaaeabaaaliaapaakeka
abaaaaiaacaakeiaaeaaaaaeabaaahiabbaaoekaabaakkiaabaapeiaabaaaaac
abaaaiiabhaaffkaajaaaaadacaaabiaaeaaoekaabaaoeiaajaaaaadacaaacia
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hcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaak
lcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaaaaaaaaaegaibaaa
abaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaa
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bbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaa
bbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaa
bbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaa
diaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaai
bcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaai
ccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaai
ecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaah
hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
aaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa
akaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaak
hccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaa
imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 433
uniform lowp float _Cutoff;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 421
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 425
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 429
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 433
uniform lowp float _Cutoff;
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 437
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 441
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 445
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 449
    light.xyz += IN.vlight;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 17 [_WorldSpaceCameraPos]
Vector 18 [_ProjectionParams]
Vector 19 [unity_ShadowFadeCenterAndType]
Matrix 9 [_Object2World]
Matrix 13 [_World2Object]
Vector 20 [unity_Scale]
Vector 21 [unity_LightmapST]
Vector 22 [_MainTex_ST]
"!!ARBvp1.0
# 33 ALU
PARAM c[23] = { { 1, 0.5 },
		state.matrix.modelview[0],
		state.matrix.mvp,
		program.local[9..22] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[17];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[8];
DP4 R2.z, R1, c[15];
DP4 R2.x, R1, c[13];
DP4 R2.y, R1, c[14];
MAD R2.xyz, R2, c[20].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[18].x;
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV R0.x, c[0];
ADD R0.y, R0.x, -c[19].w;
DP4 R0.x, vertex.position, c[3];
DP4 R1.z, vertex.position, c[11];
DP4 R1.x, vertex.position, c[9];
DP4 R1.y, vertex.position, c[10];
ADD R1.xyz, R1, -c[19];
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
MOV result.texcoord[2].zw, R0;
MUL result.texcoord[4].xyz, R1, c[19].w;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw;
MUL result.texcoord[4].w, -R0.x, R0.y;
END
# 33 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_modelview0]
Matrix 4 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_ProjectionParams]
Vector 18 [_ScreenParams]
Vector 19 [unity_ShadowFadeCenterAndType]
Matrix 8 [_Object2World]
Matrix 12 [_World2Object]
Vector 20 [unity_Scale]
Vector 21 [unity_LightmapST]
Vector 22 [_MainTex_ST]
"vs_2_0
; 34 ALU
def c23, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c16
mov r1.w, c23.x
dp4 r0.w, v0, c7
dp4 r2.z, r1, c14
dp4 r2.x, r1, c12
dp4 r2.y, r1, c13
mad r2.xyz, r2, c20.w, -v0
dp3 oT1.y, r2, r0
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
mul r1.xyz, r0.xyww, c23.y
mul r1.y, r1, c17.x
mad oT2.xy, r1.z, c18.zwzw, r1
mov oPos, r0
mov r0.x, c19.w
add r0.y, c23.x, -r0.x
dp4 r0.x, v0, c2
dp4 r1.z, v0, c10
dp4 r1.x, v0, c8
dp4 r1.y, v0, c9
add r1.xyz, r1, -c19
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
mov oT2.zw, r0
mul oT4.xyz, r1, c19.w
mad oT0.xy, v3, c22, c22.zwzw
mad oT3.xy, v4, c21, c21.zwzw
mul oT4.w, -r0.x, r0.y
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_7;
  tmpvar_7.x = tmpvar_6.x;
  tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_7 + tmpvar_6.w);
  o_5.zw = tmpvar_4.zw;
  tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec4 tmpvar_11;
  tmpvar_11.w = 1.0;
  tmpvar_11.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_5;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = color_11.xyz;
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_11.w;
  tmpvar_9 = tmpvar_16;
  lowp float x_17;
  x_17 = (tmpvar_9 - _Cutoff);
  if ((x_17 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_18;
  mediump vec4 tmpvar_19;
  tmpvar_19 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_19.w;
  highp float tmpvar_20;
  tmpvar_20 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_22;
  light_6.xyz = (tmpvar_19.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_23;
  mediump vec3 tmpvar_24;
  tmpvar_24 = (tmpvar_7 * light_6.xyz);
  c_23.xyz = tmpvar_24;
  c_23.w = tmpvar_9;
  c_2 = c_23;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_5;
  highp vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_7;
  tmpvar_7.x = tmpvar_6.x;
  tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_7 + tmpvar_6.w);
  o_5.zw = tmpvar_4.zw;
  tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec4 tmpvar_11;
  tmpvar_11.w = 1.0;
  tmpvar_11.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_5;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = color_11.xyz;
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_11.w;
  tmpvar_9 = tmpvar_16;
  lowp float x_17;
  x_17 = (tmpvar_9 - _Cutoff);
  if ((x_17 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_18;
  mediump vec4 tmpvar_19;
  tmpvar_19 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_19.w;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_21;
  tmpvar_21 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_22;
  tmpvar_22 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz);
  lmFull_4 = tmpvar_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz);
  lmIndirect_3 = tmpvar_24;
  light_6.xyz = (tmpvar_19.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_25;
  mediump vec3 tmpvar_26;
  tmpvar_26 = (tmpvar_7 * light_6.xyz);
  c_25.xyz = tmpvar_26;
  c_25.w = tmpvar_9;
  c_2 = c_25;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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aaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffied
epepfceeaaklklkl"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 438
uniform lowp vec4 unity_Ambient;
uniform lowp float _Cutoff;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    #line 422
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 426
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 430
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
    xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 438
uniform lowp vec4 unity_Ambient;
uniform lowp float _Cutoff;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 440
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 442
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 446
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 450
    o.Gloss = 0.0;
    surf( surfIN, o);
    xll_clip_f((o.Alpha - _Cutoff));
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    #line 454
    light = max( light, vec4( 0.001));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    #line 458
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    #line 462
    mediump vec4 c = LightingLambert_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 9 [_WorldSpaceCameraPos]
Vector 10 [_ProjectionParams]
Matrix 5 [_World2Object]
Vector 11 [unity_Scale]
Vector 12 [unity_LightmapST]
Vector 13 [_MainTex_ST]
"!!ARBvp1.0
# 24 ALU
PARAM c[14] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..13] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[9];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[7];
DP4 R2.x, R1, c[5];
DP4 R2.y, R1, c[6];
MAD R2.xyz, R2, c[11].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[10].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw;
END
# 24 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceCameraPos]
Vector 9 [_ProjectionParams]
Vector 10 [_ScreenParams]
Matrix 4 [_World2Object]
Vector 11 [unity_Scale]
Vector 12 [unity_LightmapST]
Vector 13 [_MainTex_ST]
"vs_2_0
; 25 ALU
def c14, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c8
mov r1.w, c14.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c6
dp4 r2.x, r1, c4
dp4 r2.y, r1, c5
mad r2.xyz, r2, c11.w, -v0
dp3 oT1.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c14.y
mul r1.y, r1, c9.x
dp3 oT1.z, v2, r2
dp3 oT1.x, r2, v1
mad oT2.xy, r1.z, c10.zwzw, r1
mov oPos, r0
mov oT2.zw, r0
mad oT0.xy, v3, c13, c13.zwzw
mad oT3.xy, v4, c12, c12.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (tmpvar_3 * 0.5);
  highp vec2 tmpvar_6;
  tmpvar_6.x = tmpvar_5.x;
  tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x);
  o_4.xy = (tmpvar_6 + tmpvar_5.w);
  o_4.zw = tmpvar_3.zw;
  highp vec3 tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_7 = tmpvar_1.xyz;
  tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_9;
  tmpvar_9[0].x = tmpvar_7.x;
  tmpvar_9[0].y = tmpvar_8.x;
  tmpvar_9[0].z = tmpvar_2.x;
  tmpvar_9[1].x = tmpvar_7.y;
  tmpvar_9[1].y = tmpvar_8.y;
  tmpvar_9[1].z = tmpvar_2.y;
  tmpvar_9[2].x = tmpvar_7.z;
  tmpvar_9[2].y = tmpvar_8.z;
  tmpvar_9[2].z = tmpvar_2.z;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_3;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_4;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_8.w;
  tmpvar_6 = tmpvar_13;
  lowp float x_14;
  x_14 = (tmpvar_6 - _Cutoff);
  if ((x_14 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_15;
  mat3 tmpvar_16;
  tmpvar_16[0].x = 0.816497;
  tmpvar_16[0].y = -0.408248;
  tmpvar_16[0].z = -0.408248;
  tmpvar_16[1].x = 0.0;
  tmpvar_16[1].y = 0.707107;
  tmpvar_16[1].z = -0.707107;
  tmpvar_16[2].x = 0.57735;
  tmpvar_16[2].y = 0.57735;
  tmpvar_16[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_17;
  mediump vec3 lm_18;
  lowp vec3 tmpvar_19;
  tmpvar_19 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_18 = tmpvar_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_17 = tmpvar_20;
  lm_18 = (lm_18 * dot (clamp ((tmpvar_16 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_17));
  mediump vec4 tmpvar_21;
  tmpvar_21.w = 0.0;
  tmpvar_21.xyz = lm_18;
  mediump vec4 tmpvar_22;
  tmpvar_22 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_21);
  light_3 = tmpvar_22;
  lowp vec4 c_23;
  mediump vec3 tmpvar_24;
  tmpvar_24 = (tmpvar_4 * tmpvar_22.xyz);
  c_23.xyz = tmpvar_24;
  c_23.w = tmpvar_6;
  c_2 = c_23;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (tmpvar_3 * 0.5);
  highp vec2 tmpvar_6;
  tmpvar_6.x = tmpvar_5.x;
  tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x);
  o_4.xy = (tmpvar_6 + tmpvar_5.w);
  o_4.zw = tmpvar_3.zw;
  highp vec3 tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_7 = tmpvar_1.xyz;
  tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_9;
  tmpvar_9[0].x = tmpvar_7.x;
  tmpvar_9[0].y = tmpvar_8.x;
  tmpvar_9[0].z = tmpvar_2.x;
  tmpvar_9[1].x = tmpvar_7.y;
  tmpvar_9[1].y = tmpvar_8.y;
  tmpvar_9[1].z = tmpvar_2.y;
  tmpvar_9[2].x = tmpvar_7.z;
  tmpvar_9[2].y = tmpvar_8.z;
  tmpvar_9[2].z = tmpvar_2.z;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_3;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = o_4;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp float _Cutoff;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_8.w;
  tmpvar_6 = tmpvar_13;
  lowp float x_14;
  x_14 = (tmpvar_6 - _Cutoff);
  if ((x_14 < 0.0)) {
    discard;
  };
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  mat3 tmpvar_18;
  tmpvar_18[0].x = 0.816497;
  tmpvar_18[0].y = -0.408248;
  tmpvar_18[0].z = -0.408248;
  tmpvar_18[1].x = 0.0;
  tmpvar_18[1].y = 0.707107;
  tmpvar_18[1].z = -0.707107;
  tmpvar_18[2].x = 0.57735;
  tmpvar_18[2].y = 0.57735;
  tmpvar_18[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_19;
  mediump vec3 lm_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz);
  lm_20 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz);
  scalePerBasisVector_19 = tmpvar_22;
  lm_20 = (lm_20 * dot (clamp ((tmpvar_18 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_19));
  mediump vec4 tmpvar_23;
  tmpvar_23.w = 0.0;
  tmpvar_23.xyz = lm_20;
  mediump vec4 tmpvar_24;
  tmpvar_24 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_23);
  light_3 = tmpvar_24;
  lowp vec4 c_25;
  mediump vec3 tmpvar_26;
  tmpvar_26 = (tmpvar_4 * tmpvar_24.xyz);
  c_25.xyz = tmpvar_26;
  c_25.w = tmpvar_6;
  c_2 = c_25;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
eefiecedpnnkhjilbgdeknienikpdajpmopeohaoabaaaaaammahaaaaaeaaaaaa
daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp
beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa
acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa
acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp
aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac
afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaafaaaaad
aaaaapiaaaaaffjaagaaoekaaeaaaaaeaaaaapiaafaaoekaaaaaaajaaaaaoeia
aeaaaaaeaaaaapiaahaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaaiaaoeka
aaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffiaaeaaaakaafaaaaadabaaaiia
abaaaaiaaoaaaakaafaaaaadabaaafiaaaaapeiaaoaaaakaacaaaaadacaaadoa
abaakkiaabaaomiaaeaaaaaeaaaaamoaaeaabejaabaabekaabaalekaabaaaaac
abaaahiaadaaoekaafaaaaadacaaahiaabaaffiaakaaoekaaeaaaaaeabaaalia
ajaakekaabaaaaiaacaakeiaaeaaaaaeabaaahiaalaaoekaabaakkiaabaapeia
acaaaaadabaaahiaabaaoeiaamaaoekaaeaaaaaeabaaahiaabaaoeiaanaappka
aaaaoejbaiaaaaadabaaaboaabaaoejaabaaoeiaabaaaaacacaaahiaabaaoeja
afaaaaadadaaahiaacaamjiaacaancjaaeaaaaaeacaaahiaacaamjjaacaancia
adaaoeibafaaaaadacaaahiaacaaoeiaabaappjaaiaaaaadabaaacoaacaaoeia
abaaoeiaaiaaaaadabaaaeoaacaaoejaabaaoeiaaeaaaaaeaaaaadmaaaaappia
aaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiaabaaaaacacaaamoaaaaaoeia
ppppaaaafdeieefcliadaaaaeaaaabaaooaaaaaafjaaaaaeegiocaaaaaaaaaaa
ahaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaaeegiocaaaacaaaaaa
bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad
hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaa
ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaad
mccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaa
giaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa
acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa
agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa
aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa
dgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa
egbabaaaadaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaa
dcaaaaalmccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaa
kgiocaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaaabaaaaaa
cgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaa
abaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa
abaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaaabaaaaaa
aeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaa
acaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaal
hcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaa
egacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaa
acaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaa
acaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaa
egacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaa
abaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaa
egacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa
abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa
aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaakgaobaaa
aaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa
doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa
apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied
epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa
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 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 433
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
uniform lowp float _Cutoff;
#line 437
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    #line 421
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 425
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 429
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
void xll_clip_f(float x) {
  if ( x<0.0 ) discard;
}
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 408
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 433
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
uniform lowp float _Cutoff;
#line 437
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Alpha = color.w;
}
#line 437
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 441
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 445
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 449
    xll_clip_f((o.Alpha - _Cutoff));
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 453
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true);
    light += lm;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    #line 457
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 14 to 28, TEX: 2 to 4
//   d3d9 - ALU: 17 to 29, TEX: 3 to 5
//   d3d11 - ALU: 13 to 19, TEX: 2 to 4, FLOW: 1 to 1
//   d3d11_9x - ALU: 13 to 19, TEX: 2 to 4, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 17 ALU, 2 TEX
PARAM c[4] = { program.local[0..2],
		{ 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R0, fragment.texcoord[0], texture[0], 2D;
SLT R1.x, R0.w, c[2];
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.w, -R1, c[3].x;
POW R1.w, R1.w, c[0].x;
MUL R2.xyz, R1.w, c[1];
MUL R2.xyz, R2, c[1].w;
MOV result.color.w, R0;
KIL -R1.x;
TXP R1.xyz, fragment.texcoord[2], texture[1], 2D;
LG2 R1.x, R1.x;
LG2 R1.z, R1.z;
LG2 R1.y, R1.y;
ADD R1.xyz, -R1, fragment.texcoord[3];
MAD result.color.xyz, R0, R1, R2;
END
# 17 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"ps_2_0
; 20 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
def c3, 1.00000000, 0.00000000, 0, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xyz
texld r2, t0, s0
texldp r3, t2, s1
add_pp r0.x, r2.w, -c2
cmp r0.x, r0, c3.y, c3
mov_pp r0, -r0.x
texkill r0.xyzw
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r1.w, r0.x, c0.x
mov_pp r0.x, r1.w
mul r0.xyz, r0.x, c1
log_pp r1.x, r3.x
log_pp r1.z, r3.z
log_pp r1.y, r3.y
add_pp r1.xyz, -r1, t3
mul r0.xyz, r0, c1.w
mov_pp r0.w, r2
mad_pp r0.xyz, r2, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 128 // 116 used size, 9 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 112 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 20 instructions, 3 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedfalflafbdfmijofbfimbmdiabhkjaiaoabaaaaaalaadaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefckiacaaaaeaaaaaaakkaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa
aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad
hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaaj
pcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa
aaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaa
ahaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaa
anaaaeadakaabaaaabaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaa
egbcbaaaacaaaaaaeeaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadicaaaah
bcaabaaaabaaaaaaakaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaa
abaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa
abaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaa
bkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaa
diaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa
diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaa
aoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaaj
pcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa
cpaaaaafhcaabaaaacaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaa
egacbaiaebaaaaaaacaaaaaaegbcbaaaaeaaaaaadcaaaaajhccabaaaaaaaaaaa
egacbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaadgaaaaaficcabaaa
aaaaaaaadkaabaaaaaaaaaaadoaaaaab"
}

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 "$Globals" 128 // 116 used size, 9 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 112 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 20 instructions, 3 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Vector 2 [unity_LightmapFade]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 28 ALU, 4 TEX
PARAM c[5] = { program.local[0..3],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R2, fragment.texcoord[3], texture[2], 2D;
SLT R1.x, R0.w, c[3];
MUL R2.xyz, R2.w, R2;
LG2 R3.x, R3.x;
LG2 R3.y, R3.y;
LG2 R3.z, R3.z;
MOV result.color.w, R0;
KIL -R1.x;
TEX R1, fragment.texcoord[3], texture[3], 2D;
MUL R1.xyz, R1.w, R1;
MUL R1.xyz, R1, c[4].x;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL_SAT R2.w, R1, fragment.texcoord[1].z;
DP4 R1.w, fragment.texcoord[4], fragment.texcoord[4];
ADD R2.w, -R2, c[4].y;
RSQ R1.w, R1.w;
POW R2.w, R2.w, c[0].x;
RCP R1.w, R1.w;
MAD R2.xyz, R2, c[4].x, -R1;
MAD_SAT R1.w, R1, c[2].z, c[2];
MAD R1.xyz, R1.w, R2, R1;
MUL R4.xyz, R2.w, c[1];
MUL R2.xyz, R4, c[1].w;
ADD R1.xyz, -R3, R1;
MAD result.color.xyz, R0, R1, R2;
END
# 28 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Vector 2 [unity_LightmapFade]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 29 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c4, 1.00000000, 0.00000000, 8.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xy
dcl t4
texld r2, t0, s0
texldp r3, t2, s1
texld r1, t3, s2
add_pp r0.x, r2.w, -c3
cmp r0.x, r0, c4.y, c4
mov_pp r0, -r0.x
mul_pp r1.xyz, r1.w, r1
log_pp r3.x, r3.x
log_pp r3.y, r3.y
log_pp r3.z, r3.z
texkill r0.xyzw
texld r0, t3, s3
mul_pp r4.xyz, r0.w, r0
mul_pp r5.xyz, r4, c4.z
mad_pp r6.xyz, r1, c4.z, -r5
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c4
pow_pp r4.x, r0.x, c0.x
dp4 r1.x, t4, t4
rsq r1.x, r1.x
rcp r0.x, r1.x
mad_sat r0.x, r0, c2.z, c2.w
mad_pp r1.xyz, r0.x, r6, r5
mov_pp r0.x, r4.x
mul r0.xyz, r0.x, c1
add_pp r1.xyz, -r3, r1
mul r0.xyz, r0, c1.w
mov_pp r0.w, r2
mad_pp r0.xyz, r2, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 160 // 148 used size, 11 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
Float 144 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 30 instructions, 3 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "$Globals" 160 // 148 used size, 11 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
Float 144 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 30 instructions, 3 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 24 ALU, 4 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 0.57735026, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R2, fragment.texcoord[3], texture[3], 2D;
SLT R1.x, R0.w, c[2];
MUL R2.xyz, R2.w, R2;
DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1];
MUL R2.xyz, R2, c[3].y;
RSQ R3.w, R3.w;
LG2 R3.x, R3.x;
LG2 R3.z, R3.z;
LG2 R3.y, R3.y;
MOV result.color.w, R0;
KIL -R1.x;
TEX R1, fragment.texcoord[3], texture[2], 2D;
MUL R1.xyz, R1.w, R1;
MUL_SAT R1.w, R3, fragment.texcoord[1].z;
ADD R1.w, -R1, c[3].z;
POW R2.w, R1.w, c[0].x;
DP3 R1.w, R2, c[3].x;
MUL R2.xyz, R2.w, c[1];
MUL R1.xyz, R1, R1.w;
MUL R2.xyz, R2, c[1].w;
MAD R1.xyz, R1, c[3].x, -R3;
MAD result.color.xyz, R0, R1, R2;
END
# 24 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 25 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c3, 1.00000000, 0.00000000, 0.57735026, 8.00000000
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xy
texld r4, t0, s0
texldp r5, t2, s1
texld r3, t3, s2
texld r2, t3, s3
add_pp r0.x, r4.w, -c2
cmp r0.x, r0, c3.y, c3
mov_pp r0, -r0.x
texkill r0.xyzw
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r1.w, r0.x, c0.x
mul_pp r0.xyz, r2.w, r2
mul_pp r0.xyz, r0, c3.z
dp3_pp r0.x, r0, c3.w
mul_pp r2.xyz, r3.w, r3
mul_pp r2.xyz, r2, r0.x
mov_pp r0.x, r1.w
mul r0.xyz, r0.x, c1
log_pp r1.x, r5.x
log_pp r1.z, r5.z
log_pp r1.y, r5.y
mad_pp r1.xyz, r2, c3.w, -r1
mul r0.xyz, r0, c1.w
mov_pp r0.w, r4
mad_pp r0.xyz, r4, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 160 // 148 used size, 11 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 144 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "$Globals" 160 // 148 used size, 11 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 144 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 14 ALU, 2 TEX
PARAM c[4] = { program.local[0..2],
		{ 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R0, fragment.texcoord[0], texture[0], 2D;
SLT R1.x, R0.w, c[2];
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.w, -R1, c[3].x;
POW R1.w, R1.w, c[0].x;
MUL R2.xyz, R1.w, c[1];
MUL R2.xyz, R2, c[1].w;
MOV result.color.w, R0;
KIL -R1.x;
TXP R1.xyz, fragment.texcoord[2], texture[1], 2D;
ADD R1.xyz, R1, fragment.texcoord[3];
MAD result.color.xyz, R0, R1, R2;
END
# 14 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"ps_2_0
; 17 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
def c3, 1.00000000, 0.00000000, 0, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xyz
texld r2, t0, s0
texldp r3, t2, s1
add_pp r0.x, r2.w, -c2
cmp r0.x, r0, c3.y, c3
mov_pp r0, -r0.x
texkill r0.xyzw
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r1.w, r0.x, c0.x
mov_pp r0.x, r1.w
mul r0.xyz, r0.x, c1
mov_pp r0.w, r2
mul r0.xyz, r0, c1.w
add_pp r1.xyz, r3, t3
mad_pp r0.xyz, r2, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 128 // 116 used size, 9 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 112 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 19 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedjgbgakhhnfiofanjacmdoamoejaenfchabaaaaaajiadaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcjaacaaaaeaaaaaaakeaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa
aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad
hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaaj
pcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa
aaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaa
ahaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaa
anaaaeadakaabaaaabaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaa
egbcbaaaacaaaaaaeeaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadicaaaah
bcaabaaaabaaaaaaakaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaa
abaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa
abaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaa
bkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaa
diaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa
diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaa
aoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaaj
pcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa
aaaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaadcaaaaaj
hccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa
dgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 128 // 116 used size, 9 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 112 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 19 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Vector 2 [unity_LightmapFade]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 25 ALU, 4 TEX
PARAM c[5] = { program.local[0..3],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R2, fragment.texcoord[3], texture[2], 2D;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
SLT R1.x, R0.w, c[3];
MUL R2.xyz, R2.w, R2;
MOV result.color.w, R0;
KIL -R1.x;
TEX R1, fragment.texcoord[3], texture[3], 2D;
MUL R1.xyz, R1.w, R1;
MUL R1.xyz, R1, c[4].x;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL_SAT R2.w, R1, fragment.texcoord[1].z;
DP4 R1.w, fragment.texcoord[4], fragment.texcoord[4];
ADD R2.w, -R2, c[4].y;
RSQ R1.w, R1.w;
POW R2.w, R2.w, c[0].x;
RCP R1.w, R1.w;
MAD R2.xyz, R2, c[4].x, -R1;
MAD_SAT R1.w, R1, c[2].z, c[2];
MAD R1.xyz, R1.w, R2, R1;
MUL R4.xyz, R2.w, c[1];
MUL R2.xyz, R4, c[1].w;
ADD R1.xyz, R3, R1;
MAD result.color.xyz, R0, R1, R2;
END
# 25 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Vector 2 [unity_LightmapFade]
Float 3 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 26 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c4, 1.00000000, 0.00000000, 8.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xy
dcl t4
texld r2, t0, s0
texldp r3, t2, s1
texld r4, t3, s3
mul_pp r4.xyz, r4.w, r4
add_pp r0.x, r2.w, -c3
cmp r0.x, r0, c4.y, c4
mov_pp r0, -r0.x
mul_pp r5.xyz, r4, c4.z
texkill r0.xyzw
texld r0, t3, s2
mul_pp r1.xyz, r0.w, r0
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
mad_pp r6.xyz, r1, c4.z, -r5
add r1.x, -r0.z, c4
pow_pp r4.x, r1.x, c0.x
dp4 r0.x, t4, t4
rsq r0.x, r0.x
rcp r1.x, r0.x
mov_pp r0.x, r4.x
mad_sat r1.x, r1, c2.z, c2.w
mad_pp r1.xyz, r1.x, r6, r5
mul r0.xyz, r0.x, c1
add_pp r1.xyz, r3, r1
mul r0.xyz, r0, c1.w
mov_pp r0.w, r2
mad_pp r0.xyz, r2, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 160 // 148 used size, 11 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
Float 144 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 29 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "$Globals" 160 // 148 used size, 11 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
Float 144 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 29 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 21 ALU, 4 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 0.57735026, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R2, fragment.texcoord[3], texture[3], 2D;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
SLT R1.x, R0.w, c[2];
MUL R2.xyz, R2.w, R2;
DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1];
MUL R2.xyz, R2, c[3].y;
RSQ R3.w, R3.w;
MOV result.color.w, R0;
KIL -R1.x;
TEX R1, fragment.texcoord[3], texture[2], 2D;
MUL R1.xyz, R1.w, R1;
MUL_SAT R1.w, R3, fragment.texcoord[1].z;
ADD R1.w, -R1, c[3].z;
POW R2.w, R1.w, c[0].x;
DP3 R1.w, R2, c[3].x;
MUL R2.xyz, R2.w, c[1];
MUL R1.xyz, R1, R1.w;
MUL R2.xyz, R2, c[1].w;
MAD R1.xyz, R1, c[3].x, R3;
MAD result.color.xyz, R0, R1, R2;
END
# 21 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Float 0 [_RimFalloff]
Vector 1 [_RimColor]
Float 2 [_Cutoff]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 22 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c3, 1.00000000, 0.00000000, 0.57735026, 8.00000000
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xy
texld r4, t0, s0
texldp r5, t2, s1
texld r3, t3, s2
texld r2, t3, s3
add_pp r0.x, r4.w, -c2
cmp r0.x, r0, c3.y, c3
mov_pp r0, -r0.x
texkill r0.xyzw
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r1.w, r0.x, c0.x
mul_pp r0.xyz, r2.w, r2
mul_pp r0.xyz, r0, c3.z
dp3_pp r0.x, r0, c3.w
mul_pp r2.xyz, r3.w, r3
mul_pp r2.xyz, r2, r0.x
mov_pp r0.x, r1.w
mul r0.xyz, r0.x, c1
mad_pp r1.xyz, r2, c3.w, r5
mul r0.xyz, r0, c1.w
mov_pp r0.w, r4
mad_pp r0.xyz, r4, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 160 // 148 used size, 11 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 144 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 26 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 160 // 148 used size, 11 vars
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Float 144 [_Cutoff]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 26 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3"
}

}
	}

#LINE 57

	}
	Fallback "Transparent/Cutout/VertexLit"
}