Shader "KSP/Diffuse"
{
	Properties 
	{
		_MainTex("_MainTex (RGB)", 2D) = "white" {}
		_Color ("Main Color", Color) = (1,1,1,1)
		_Opacity("_Opacity", Range(0,1) ) = 1
		_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
		_RimColor("_RimColor", Color) = (0,0,0,0)
	}
	
	SubShader 
	{
		Tags { "RenderType"="Opaque" }
		ZWrite On
		ZTest LEqual
		Blend SrcAlpha OneMinusSrcAlpha 

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 96 // 96 used size, 7 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0));
  c_12.w = tmpvar_4;
  c_1.w = c_12.w;
  c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0));
  c_12.w = tmpvar_4;
  c_1.w = c_12.w;
  c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 96 // 96 used size, 7 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 420
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 424
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    #line 432
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 436
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 440
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 444
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    #line 448
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 8 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedbjoognhlpbidomdeiajgpcmomocneildabaaaaaakeaeaaaaadaaaaaa
cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa
adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc
caadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaae
egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa
aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa
gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa
egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa
abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaa
afaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa
dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia
ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa
abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa
acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa
agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa
aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa
dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa
egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa
abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa
doaaaaab"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

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



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_12.w) * tmpvar_12.xyz));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 8 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 432
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    #line 419
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 423
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 427
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 432
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 433
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 436
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 440
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 444
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 448
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * lm);
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 452
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 8 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedbjoognhlpbidomdeiajgpcmomocneildabaaaaaakeaeaaaaadaaaaaa
cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa
adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc
caadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaae
egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa
aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa
gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa
egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa
abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaa
afaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa
dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia
ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa
abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa
acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa
agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa
aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa
dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa
egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa
abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa
doaaaaab"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  mat3 tmpvar_12;
  tmpvar_12[0].x = 0.816497;
  tmpvar_12[0].y = -0.408248;
  tmpvar_12[0].z = -0.408248;
  tmpvar_12[1].x = 0.0;
  tmpvar_12[1].y = 0.707107;
  tmpvar_12[1].z = -0.707107;
  tmpvar_12[2].x = 0.57735;
  tmpvar_12[2].y = 0.57735;
  tmpvar_12[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_13;
  mediump vec3 lm_14;
  lowp vec3 tmpvar_15;
  tmpvar_15 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_14 = tmpvar_15;
  lowp vec3 tmpvar_16;
  tmpvar_16 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_13 = tmpvar_16;
  lm_14 = (lm_14 * dot (clamp ((tmpvar_12 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_13));
  mediump vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_2 * lm_14);
  c_1.xyz = tmpvar_17;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (unity_LightmapInd, xlv_TEXCOORD2);
  mat3 tmpvar_14;
  tmpvar_14[0].x = 0.816497;
  tmpvar_14[0].y = -0.408248;
  tmpvar_14[0].z = -0.408248;
  tmpvar_14[1].x = 0.0;
  tmpvar_14[1].y = 0.707107;
  tmpvar_14[1].z = -0.707107;
  tmpvar_14[2].x = 0.57735;
  tmpvar_14[2].y = 0.57735;
  tmpvar_14[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_15;
  mediump vec3 lm_16;
  lowp vec3 tmpvar_17;
  tmpvar_17 = ((8.0 * tmpvar_12.w) * tmpvar_12.xyz);
  lm_16 = tmpvar_17;
  lowp vec3 tmpvar_18;
  tmpvar_18 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz);
  scalePerBasisVector_15 = tmpvar_18;
  lm_16 = (lm_16 * dot (clamp ((tmpvar_14 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_15));
  mediump vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_2 * lm_16);
  c_1.xyz = tmpvar_19;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 8 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 432
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    #line 419
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 423
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 427
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 432
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 436
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 440
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 444
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    #line 448
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz;
    c.xyz += (o.Albedo * lm);
    #line 452
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 45 instructions, 5 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp float tmpvar_12;
  mediump float lightShadowDataX_13;
  highp float dist_14;
  lowp float tmpvar_15;
  tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_14 = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = _LightShadowData.x;
  lightShadowDataX_13 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_13);
  tmpvar_12 = tmpvar_17;
  lowp vec4 c_18;
  c_18.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * tmpvar_12) * 2.0));
  c_18.w = tmpvar_4;
  c_1.w = c_18.w;
  c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0));
  c_12.w = tmpvar_4;
  c_1.w = c_12.w;
  c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
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afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja
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afaaaaadabaaahiaaaaaffiabeaaoekaaeaaaaaeabaaahiabdaaoekaaaaaaaia
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abaaahiaacaaoejaafaaaaadacaaahiaabaanciaabaamjjaaeaaaaaeabaaahia
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acaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoejaaaaaoeiaabaaaaac
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ajaaoekaacaaoeiaajaaaaadadaaaeiaakaaoekaacaaoeiaacaaaaadabaaahia
abaaoeiaadaaoeiaafaaaaadaaaaaciaaaaaffiaaaaaffiaaeaaaaaeaaaaabia
aaaaaaiaaaaaaaiaaaaaffibaeaaaaaeadaaahoaalaaoekaaaaaaaiaabaaoeia
afaaaaadaaaaapiaaaaaffjaanaaoekaaeaaaaaeaaaaapiaamaaoekaaaaaaaja
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apaaoekaaaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffiaadaaaakaafaaaaad
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pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaa
acaaaaaagfaaaaadhccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagfaaaaad
pccabaaaafaaaaaagiaaaaacafaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa
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dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaa
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dccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaa
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acaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa
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baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaa
acaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa
acaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaadaaaaaa
bdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaadaaaaaa
beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa
abaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa
egacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa
acaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaa
adaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabaaaaaaa
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dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaa
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egacbaaaacaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaa
acaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaa
diaaaaaihcaabaaaabaaaaaaegbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaa
diaaaaaihcaabaaaacaaaaaafgafbaaaabaaaaaaegiccaaaadaaaaaaanaaaaaa
dcaaaaaklcaabaaaabaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaabaaaaaa
egaibaaaacaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaadaaaaaaaoaaaaaa
kgakbaaaabaaaaaaegadbaaaabaaaaaadgaaaaaficaabaaaabaaaaaaabeaaaaa
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abaaaaaabbaaaaaiccaabaaaacaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaa
abaaaaaabbaaaaaiecaabaaaacaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaa
abaaaaaadiaaaaahpcaabaaaadaaaaaajgacbaaaabaaaaaaegakbaaaabaaaaaa
bbaaaaaibcaabaaaaeaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaadaaaaaa
bbaaaaaiccaabaaaaeaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaadaaaaaa
bbaaaaaiecaabaaaaeaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaadaaaaaa
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ccaabaaaabaaaaaabkaabaaaabaaaaaabkaabaaaabaaaaaadcaaaaakbcaabaaa
abaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaabkaabaiaebaaaaaaabaaaaaa
dcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaabaaaaaa
egacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa
abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa
aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaafaaaaaakgaobaaa
aaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa
doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa
apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied
epepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaakeaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 429
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 433
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 437
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 442
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 444
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 446
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 450
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 454
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 458
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 9 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp float tmpvar_12;
  mediump float lightShadowDataX_13;
  highp float dist_14;
  lowp float tmpvar_15;
  tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x;
  dist_14 = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = _LightShadowData.x;
  lightShadowDataX_13 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_13);
  tmpvar_12 = tmpvar_17;
  c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_12 * 2.0))));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3);
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec3 tmpvar_14;
  tmpvar_14 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz);
  c_1.xyz = (tmpvar_2 * max (min (tmpvar_14, ((tmpvar_12.x * 2.0) * tmpvar_13.xyz)), (tmpvar_14 * tmpvar_12.x)));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 9 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 432
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 443
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 445
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 449
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 453
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 457
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    #line 461
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 9 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp float tmpvar_12;
  mediump float lightShadowDataX_13;
  highp float dist_14;
  lowp float tmpvar_15;
  tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x;
  dist_14 = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = _LightShadowData.x;
  lightShadowDataX_13 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_13);
  tmpvar_12 = tmpvar_17;
  mat3 tmpvar_18;
  tmpvar_18[0].x = 0.816497;
  tmpvar_18[0].y = -0.408248;
  tmpvar_18[0].z = -0.408248;
  tmpvar_18[1].x = 0.0;
  tmpvar_18[1].y = 0.707107;
  tmpvar_18[1].z = -0.707107;
  tmpvar_18[2].x = 0.57735;
  tmpvar_18[2].y = 0.57735;
  tmpvar_18[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_19;
  mediump vec3 lm_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_20 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_19 = tmpvar_22;
  lm_20 = (lm_20 * dot (clamp ((tmpvar_18 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_19));
  lowp vec3 tmpvar_23;
  tmpvar_23 = vec3((tmpvar_12 * 2.0));
  mediump vec3 tmpvar_24;
  tmpvar_24 = (tmpvar_2 * min (lm_20, tmpvar_23));
  c_1.xyz = tmpvar_24;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3);
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (unity_LightmapInd, xlv_TEXCOORD2);
  mat3 tmpvar_15;
  tmpvar_15[0].x = 0.816497;
  tmpvar_15[0].y = -0.408248;
  tmpvar_15[0].z = -0.408248;
  tmpvar_15[1].x = 0.0;
  tmpvar_15[1].y = 0.707107;
  tmpvar_15[1].z = -0.707107;
  tmpvar_15[2].x = 0.57735;
  tmpvar_15[2].y = 0.57735;
  tmpvar_15[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_16;
  mediump vec3 lm_17;
  lowp vec3 tmpvar_18;
  tmpvar_18 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz);
  lm_17 = tmpvar_18;
  lowp vec3 tmpvar_19;
  tmpvar_19 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz);
  scalePerBasisVector_16 = tmpvar_19;
  lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16));
  lowp vec3 arg1_20;
  arg1_20 = ((tmpvar_12.x * 2.0) * tmpvar_13.xyz);
  mediump vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_2 * max (min (lm_17, arg1_20), (lm_17 * tmpvar_12.x)));
  c_1.xyz = tmpvar_21;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 9 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 444
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 432
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 444
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 444
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 448
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 452
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 456
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    #line 460
    mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 464
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 96 // 96 used size, 7 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 64 instructions, 6 temp regs, 0 temp arrays:
// ALU 36 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0));
  c_12.w = tmpvar_4;
  c_1.w = c_12.w;
  c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0));
  c_12.w = tmpvar_4;
  c_1.w = c_12.w;
  c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 96 // 96 used size, 7 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 64 instructions, 6 temp regs, 0 temp arrays:
// ALU 36 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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aceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaa
egaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaafgafbaaa
aaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaa
acaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaa
aaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaaaaaaaaaa
egacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa
imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
#line 436
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 420
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 424
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 432
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
#line 436
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 436
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 440
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 444
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 448
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 452
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 69 instructions, 7 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefieceddlomligcbmgpbnhpookiepnhameoggheabaaaaaakealaaaaadaaaaaa
cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa
aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklfdeieefcpaajaaaaeaaaabaahmacaaaafjaaaaae
egiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae
egiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad
dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
gfaaaaadhccabaaaaeaaaaaagfaaaaadpccabaaaafaaaaaagiaaaaacahaaaaaa
diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaa
dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaa
kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
adaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa
egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaa
abaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaa
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}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp float tmpvar_12;
  mediump float lightShadowDataX_13;
  highp float dist_14;
  lowp float tmpvar_15;
  tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_14 = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = _LightShadowData.x;
  lightShadowDataX_13 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_13);
  tmpvar_12 = tmpvar_17;
  lowp vec4 c_18;
  c_18.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * tmpvar_12) * 2.0));
  c_18.w = tmpvar_4;
  c_1.w = c_18.w;
  c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp vec4 c_12;
  c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0));
  c_12.w = tmpvar_4;
  c_1.w = c_12.w;
  c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 446
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 429
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 433
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 437
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 441
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 446
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 450
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 454
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 458
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 462
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp float shadow_12;
  lowp float tmpvar_13;
  tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_14;
  tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x)));
  shadow_12 = tmpvar_14;
  lowp vec4 c_15;
  c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * shadow_12) * 2.0));
  c_15.w = tmpvar_4;
  c_1.w = c_15.w;
  c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 429
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 433
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 437
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 442
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 95
#line 119
#line 136
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#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 444
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 446
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 450
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 454
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 458
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp float shadow_12;
  lowp float tmpvar_13;
  tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
  highp float tmpvar_14;
  tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x)));
  shadow_12 = tmpvar_14;
  c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_12 * 2.0))));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 432
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 443
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 445
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 449
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 453
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 457
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    #line 461
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp float shadow_12;
  lowp float tmpvar_13;
  tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
  highp float tmpvar_14;
  tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x)));
  shadow_12 = tmpvar_14;
  mat3 tmpvar_15;
  tmpvar_15[0].x = 0.816497;
  tmpvar_15[0].y = -0.408248;
  tmpvar_15[0].z = -0.408248;
  tmpvar_15[1].x = 0.0;
  tmpvar_15[1].y = 0.707107;
  tmpvar_15[1].z = -0.707107;
  tmpvar_15[2].x = 0.57735;
  tmpvar_15[2].y = 0.57735;
  tmpvar_15[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_16;
  mediump vec3 lm_17;
  lowp vec3 tmpvar_18;
  tmpvar_18 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_17 = tmpvar_18;
  lowp vec3 tmpvar_19;
  tmpvar_19 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_16 = tmpvar_19;
  lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16));
  lowp vec3 tmpvar_20;
  tmpvar_20 = vec3((shadow_12 * 2.0));
  mediump vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_2 * min (lm_17, tmpvar_20));
  c_1.xyz = tmpvar_21;
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 444
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 432
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 205
#line 214
#line 219
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#line 233
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#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 444
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 444
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 448
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 452
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 456
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    #line 460
    mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 464
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_10;
  tmpvar_10 = color_6.xyz;
  tmpvar_2 = tmpvar_10;
  tmpvar_3 = tmpvar_9;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = _Opacity;
  lowp float shadow_12;
  lowp float tmpvar_13;
  tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_14;
  tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x)));
  shadow_12 = tmpvar_14;
  lowp vec4 c_15;
  c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * shadow_12) * 2.0));
  c_15.w = tmpvar_4;
  c_1.w = c_15.w;
  c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 446
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 429
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 433
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 437
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 441
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 394
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 392
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 446
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 450
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 454
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 458
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 462
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 14 to 25, TEX: 1 to 4
//   d3d9 - ALU: 16 to 25, TEX: 1 to 4
//   d3d11 - ALU: 12 to 22, TEX: 1 to 4, FLOW: 1 to 1
//   d3d11_9x - ALU: 12 to 22, TEX: 1 to 4, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_LightColor0]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 15 ALU, 1 TEX
PARAM c[5] = { program.local[0..3],
		{ 0, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.x, R0.x;
MUL_SAT R0.w, R0.x, fragment.texcoord[1].z;
MUL R0.xyz, R1, c[0];
ADD R1.w, -R0, c[4].z;
MAX R0.w, fragment.texcoord[2].z, c[4].x;
MUL R0.xyz, R0.w, R0;
MUL R1.xyz, R1, fragment.texcoord[3];
POW R0.w, R1.w, c[2].x;
MAD R0.xyz, R0, c[4].y, R1;
MUL R2.xyz, R0.w, c[3];
MUL R1.xyz, R2, c[3].w;
MAD result.color.xyz, R1, c[1].x, R0;
MOV result.color.w, c[1].x;
END
# 15 instructions, 3 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 96 // 80 used size, 7 vars
Vector 16 [_LightColor0] 4
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 18 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecednapbhcnfgflgohjmkigopblbhdeohnaeabaaaaaaheadaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcgmacaaaaeaaaaaaajlaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa
fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaa
gcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaa
baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa
aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa
aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaa
bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa
agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa
egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadeaaaaahicaabaaaaaaaaaaa
ckbabaaaadaaaaaaabeaaaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaadkaabaaa
aaaaaaaadkaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaa
abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa
abaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaacaaaaaa
pgapbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa
aaaaaaaaagiacaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaa
aaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_LightColor0]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
"agal_ps
c4 1.0 0.0 2.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
adaaaaaaadaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r3.xyz, r1.xyzz, v3
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.w, c4
alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x
aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x
adaaaaaaacaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r2.xyz, r0.x, c3
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
ahaaaaaaaaaaabacacaaaakkaeaaaaaaaeaaaaffabaaaaaa max r0.x, v2.z, c4.y
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaaeaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c4.z
abaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa add r0.xyz, r0.xyzz, r3.xyzz
adaaaaaaabaaahacacaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r2.xyzz, c3.w
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
adaaaaaaabaaahacabaaaakeacaaaaaaabaaaaaaabaaaaaa mul r1.xyz, r1.xyzz, c1.x
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 96 // 80 used size, 7 vars
Vector 16 [_LightColor0] 4
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 18 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 14 ALU, 2 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R0, fragment.texcoord[2], texture[1], 2D;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.w, -R1, c[3].y;
POW R1.w, R1.w, c[1].x;
MUL R2.xyz, R1.w, c[2];
MUL R2.xyz, R2, c[2].w;
MUL R0.xyz, R0.w, R0;
MUL R2.xyz, R2, c[0].x;
MUL R0.xyz, R0, R1;
MAD result.color.xyz, R0, c[3].x, R2;
MOV result.color.w, c[0].x;
END
# 14 instructions, 3 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 8 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
// 17 instructions, 3 temp regs, 0 temp arrays:
// ALU 12 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedbjmdjmdcfbkpdaphgghhgggjocjikmklabaaaaaaemadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcfmacaaaaeaaaaaaajhaaaaaafjaaaaaeegiocaaa
aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa
aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa
acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa
aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa
aaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa
egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa
pgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa
agiacaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa
eghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa
abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa
pgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa
aaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa
egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa
aaaaaaaaadaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Float 0 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"agal_ps
c3 1.0 8.0 0.0 0.0
[bc]
ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point>
ciaaaaaaabaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r1, v2, s1 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z
abaaaaaaaaaaabacacaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r2.z, c3
alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x
aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w
adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r3.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x
aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x
adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaffabaaaaaa mul r1.xyz, r1.xyzz, c3.y
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 8 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
// 17 instructions, 3 temp regs, 0 temp arrays:
// ALU 12 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
SetTexture 2 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 19 ALU, 3 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 0.57735026, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[2], texture[1], 2D;
TEX R1, fragment.texcoord[2], texture[2], 2D;
TEX R2.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.w, R2.w;
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0.w, R0;
MUL_SAT R2.w, R2, fragment.texcoord[1].z;
ADD R0.w, -R2, c[3].z;
POW R0.w, R0.w, c[1].x;
MUL R1.xyz, R1, c[3].y;
MUL R3.xyz, R0.w, c[2];
DP3 R0.w, R1, c[3].x;
MUL R1.xyz, R3, c[2].w;
MUL R0.xyz, R0, R0.w;
MUL R1.xyz, R1, c[0].x;
MUL R0.xyz, R0, R2;
MAD result.color.xyz, R0, c[3].x, R1;
MOV result.color.w, c[0].x;
END
# 19 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Float 0 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
SetTexture 2 [unity_LightmapInd] 2D
"ps_2_0
; 20 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c3, 1.00000000, 0.57735026, 8.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xy
texld r4, t0, s0
texld r1, t2, s1
texld r3, t2, s2
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r2.w, r0.x, c1.x
mov_pp r0.x, r2.w
mul_pp r3.xyz, r3.w, r3
mul_pp r2.xyz, r3, c3.y
mul r0.xyz, r0.x, c2
mul r0.xyz, r0, c2.w
dp3_pp r2.x, r2, c3.z
mul_pp r1.xyz, r1.w, r1
mul_pp r1.xyz, r1, r2.x
mul_pp r1.xyz, r1, r4
mul_pp r0.xyz, r0, c0.x
mov_pp r0.w, c0.x
mad_pp r0.xyz, r1, c3.z, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 8 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
SetTexture 2 [unity_LightmapInd] 2D 2
// 22 instructions, 3 temp regs, 0 temp arrays:
// ALU 16 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
SetTexture 2 [unity_LightmapInd] 2D
"agal_ps
c3 1.0 0.57735 8.0 0.0
[bc]
ciaaaaaaaeaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r4, v0, s0 <2d wrap linear point>
ciaaaaaaabaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r1, v2, s1 <2d wrap linear point>
ciaaaaaaadaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r3, v2, s2 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z
abaaaaaaaaaaabacacaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r2.z, c3
alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x
aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x
adaaaaaaadaaahacadaaaappacaaaaaaadaaaakeacaaaaaa mul r3.xyz, r3.w, r3.xyzz
adaaaaaaacaaahacadaaaakeacaaaaaaadaaaaffabaaaaaa mul r2.xyz, r3.xyzz, c3.y
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w
bcaaaaaaacaaabacacaaaakeacaaaaaaadaaaakkabaaaaaa dp3 r2.x, r2.xyzz, c3.z
adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaacaaaaaaacaaaaaa mul r1.xyz, r1.xyzz, r2.x
adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r4.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x
aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x
adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c3.z
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 8 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
SetTexture 2 [unity_LightmapInd] 2D 2
// 22 instructions, 3 temp regs, 0 temp arrays:
// ALU 16 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 17 ALU, 2 TEX
PARAM c[5] = { program.local[0..3],
		{ 0, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
TXP R2.x, fragment.texcoord[4], texture[1], 2D;
DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R0.x;
MUL_SAT R1.w, R0, fragment.texcoord[1].z;
MUL R0.xyz, R1, c[0];
MAX R0.w, fragment.texcoord[2].z, c[4].x;
MUL R0.w, R0, R2.x;
MUL R0.xyz, R0.w, R0;
MUL R1.xyz, R1, fragment.texcoord[3];
ADD R1.w, -R1, c[4].z;
POW R0.w, R1.w, c[2].x;
MAD R0.xyz, R0, c[4].y, R1;
MUL R2.xyz, R0.w, c[3];
MUL R1.xyz, R2, c[3].w;
MAD result.color.xyz, R1, c[1].x, R0;
MOV result.color.w, c[1].x;
END
# 17 instructions, 3 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 160 // 144 used size, 8 vars
Vector 16 [_LightColor0] 4
Float 112 [_Opacity]
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
// 20 instructions, 3 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"agal_ps
c4 1.0 0.0 2.0 0.0
[bc]
aeaaaaaaaaaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r0, v4, v4.w
ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
adaaaaaaadaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r1.xyzz, c0
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.w, c4
alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x
ahaaaaaaaaaaabacacaaaakkaeaaaaaaaeaaaaffabaaaaaa max r0.x, v2.z, c4.y
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r0.x, r0.x, r4.x
adaaaaaaadaaahacaaaaaaaaacaaaaaaadaaaakeacaaaaaa mul r3.xyz, r0.x, r3.xyzz
aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x
adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r1.xyzz, v3
adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3
adaaaaaaacaaahacadaaaakeacaaaaaaaeaaaakkabaaaaaa mul r2.xyz, r3.xyzz, c4.z
abaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r2.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 160 // 144 used size, 8 vars
Vector 16 [_LightColor0] 4
Float 112 [_Opacity]
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
// 20 instructions, 3 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 20 ALU, 3 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[2], texture[2], 2D;
TXP R2.x, fragment.texcoord[3], texture[1], 2D;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
MUL R3.xyz, R0.w, R0;
MUL R0.xyz, R0, R2.x;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL_SAT R0.w, R1, fragment.texcoord[1].z;
ADD R0.w, -R0, c[3].z;
POW R0.w, R0.w, c[1].x;
MUL R2.yzw, R0.w, c[2].xxyz;
MUL R3.xyz, R3, c[3].x;
MUL R0.xyz, R0, c[3].y;
MIN R0.xyz, R3, R0;
MUL R3.xyz, R3, R2.x;
MUL R2.yzw, R2, c[2].w;
MUL R2.xyz, R2.yzww, c[0].x;
MAX R0.xyz, R0, R3;
MAD result.color.xyz, R1, R0, R2;
MOV result.color.w, c[0].x;
END
# 20 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 144 used size, 9 vars
Float 112 [_Opacity]
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"agal_ps
c3 1.0 8.0 2.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
adaaaaaaadaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r3.xyz, r2.xyzz, r5.x
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa add r0.x, r1.w, c3
adaaaaaaaeaaahacadaaaakeacaaaaaaadaaaakkabaaaaaa mul r4.xyz, r3.xyzz, c3.z
alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r3, r0.x, c1.x
adaaaaaaaaaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r2.w, r2.xyzz
adaaaaaaacaaahacaaaaaakeacaaaaaaadaaaaffabaaaaaa mul r2.xyz, r0.xyzz, c3.y
agaaaaaaaeaaahacacaaaakeacaaaaaaaeaaaakeacaaaaaa min r4.xyz, r2.xyzz, r4.xyzz
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
adaaaaaaacaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r2.xyz, r2.xyzz, r5.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w
ahaaaaaaacaaahacaeaaaakeacaaaaaaacaaaakeacaaaaaa max r2.xyz, r4.xyzz, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x
aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x
adaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r2.xyzz
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 144 used size, 9 vars
Float 112 [_Opacity]
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 25 ALU, 4 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 0.57735026, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R1, fragment.texcoord[2], texture[2], 2D;
TEX R0, fragment.texcoord[2], texture[3], 2D;
TXP R3.x, fragment.texcoord[3], texture[1], 2D;
TEX R2.xyz, fragment.texcoord[0], texture[0], 2D;
MUL R0.xyz, R0.w, R0;
MUL R3.yzw, R1.w, R1.xxyz;
MUL R0.xyz, R0, c[3].y;
MUL R1.xyz, R1, R3.x;
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
DP3 R0.x, R0, c[3].x;
MUL R0.xyz, R3.yzww, R0.x;
RSQ R0.w, R0.w;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[3];
POW R0.w, R0.w, c[1].x;
MUL R3.yzw, R0.w, c[2].xxyz;
MUL R0.xyz, R0, c[3].x;
MUL R1.xyz, R1, c[3].z;
MIN R1.xyz, R0, R1;
MUL R0.xyz, R0, R3.x;
MUL R3.yzw, R3, c[2].w;
MUL R3.xyz, R3.yzww, c[0].x;
MAX R0.xyz, R1, R0;
MAD result.color.xyz, R2, R0, R3;
MOV result.color.w, c[0].x;
END
# 25 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Float 0 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 25 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c3, 1.00000000, 0.57735026, 8.00000000, 2.00000000
dcl t0.xy
dcl t1.xyz
dcl t2.xy
dcl t3
texld r2, t0, s0
texldp r5, t3, s1
texld r0, t2, s3
texld r3, t2, s2
mul_pp r0.xyz, r0.w, r0
mul_pp r0.xyz, r0, c3.y
dp3_pp r1.x, r0, c3.z
mul_pp r4.xyz, r3.w, r3
mul_pp r1.xyz, r4, r1.x
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
mul_pp r4.xyz, r3, r5.x
add r0.x, -r0.z, c3
pow_pp r3.x, r0.x, c1.x
mul_pp r0.xyz, r4, c3.w
mul_pp r1.xyz, r1, c3.z
min_pp r4.xyz, r1, r0
mov_pp r0.x, r3.x
mul_pp r1.xyz, r1, r5.x
mul r0.xyz, r0.x, c2
mul r0.xyz, r0, c2.w
max_pp r1.xyz, r4, r1
mul_pp r0.xyz, r0, c0.x
mov_pp r0.w, c0.x
mad_pp r0.xyz, r2, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 144 used size, 9 vars
Float 112 [_Opacity]
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 29 instructions, 3 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"agal_ps
c3 1.0 0.57735 8.0 2.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r0, v2, s3 <2d wrap linear point>
ciaaaaaaadaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r3, v2, s2 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c3.y
bcaaaaaaabaaabacaaaaaakeacaaaaaaadaaaakkabaaaaaa dp3 r1.x, r0.xyzz, c3.z
adaaaaaaaeaaahacadaaaappacaaaaaaadaaaakeacaaaaaa mul r4.xyz, r3.w, r3.xyzz
adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r4.xyzz, r1.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
adaaaaaaaeaaahacadaaaakeacaaaaaaafaaaaaaacaaaaaa mul r4.xyz, r3.xyzz, r5.x
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa add r0.x, r1.w, c3
alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r3, r0.x, c1.x
adaaaaaaaaaaahacaeaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r4.xyzz, c3.w
adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c3.z
agaaaaaaaeaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa min r4.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
adaaaaaaabaaahacabaaaakeacaaaaaaafaaaaaaacaaaaaa mul r1.xyz, r1.xyzz, r5.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w
ahaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa max r1.xyz, r4.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x
aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x
adaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r2.xyzz, r1.xyzz
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 144 used size, 9 vars
Float 112 [_Opacity]
Float 116 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 29 instructions, 3 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES3"
}

}
	}
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardAdd" }
		ZWrite Off Blend One One Fog { Color (0,0,0,0) }
Program "vp" {
// Vertex combos: 5
//   opengl - ALU: 16 to 25
//   d3d9 - ALU: 19 to 28
//   d3d11 - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 17 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 18 [unity_Scale]
Matrix 13 [_LightMatrix0]
Vector 19 [_MainTex_ST]
"!!ARBvp1.0
# 24 ALU
PARAM c[20] = { program.local[0],
		state.matrix.mvp,
		program.local[5..19] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R0, c[17];
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[18].w, -vertex.position;
MUL R1.xyz, R1, vertex.attrib[14].w;
DP3 result.texcoord[1].y, R0, R1;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP4 R0.w, vertex.position, c[8];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP4 result.texcoord[2].z, R0, c[15];
DP4 result.texcoord[2].y, R0, c[14];
DP4 result.texcoord[2].x, R0, c[13];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 24 instructions, 3 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  mediump vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2);
  lowp vec4 c_16;
  c_16.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, vec2(tmpvar_15)).w) * 2.0));
  c_16.w = tmpvar_6;
  c_1.xyz = c_16.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  mediump vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2);
  lowp vec4 c_16;
  c_16.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, vec2(tmpvar_15)).w) * 2.0));
  c_16.w = tmpvar_6;
  c_1.xyz = c_16.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 388
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 421
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 425
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    #line 429
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 388
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 407
    o.Alpha = _Opacity;
}
#line 431
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 433
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 437
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 441
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0));
    c.w = 0.0;
    #line 445
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 96 // 96 used size, 7 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 16 instructions, 2 temp regs, 0 temp arrays:
// ALU 7 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_14;
  c_14.xyz = ((tmpvar_4 * _LightColor0.xyz) * (max (0.0, lightDir_2.z) * 2.0));
  c_14.w = tmpvar_6;
  c_1.xyz = c_14.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_14;
  c_14.xyz = ((tmpvar_4 * _LightColor0.xyz) * (max (0.0, lightDir_2.z) * 2.0));
  c_14.w = tmpvar_6;
  c_1.xyz = c_14.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 414
uniform highp vec4 _MainTex_ST;
#line 427
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 415
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 418
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 422
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 414
uniform highp vec4 _MainTex_ST;
#line 427
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 427
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 431
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 435
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    #line 439
    lowp vec4 c = LightingLambert( o, lightDir, 1.0);
    c.w = 0.0;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  mediump vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_14;
  highp vec2 P_15;
  P_15 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5);
  highp float tmpvar_16;
  tmpvar_16 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz);
  lowp float atten_17;
  atten_17 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_15).w) * texture2D (_LightTextureB0, vec2(tmpvar_16)).w);
  lowp vec4 c_18;
  c_18.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * atten_17) * 2.0));
  c_18.w = tmpvar_6;
  c_1.xyz = c_18.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  mediump vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_14;
  highp vec2 P_15;
  P_15 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5);
  highp float tmpvar_16;
  tmpvar_16 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz);
  lowp float atten_17;
  atten_17 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_15).w) * texture2D (_LightTextureB0, vec2(tmpvar_16)).w);
  lowp vec4 c_18;
  c_18.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * atten_17) * 2.0));
  c_18.w = tmpvar_6;
  c_1.xyz = c_18.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 418
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec4 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform sampler2D _MainTex;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 404
#line 426
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 430
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 434
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex));
    #line 438
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 418
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec4 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform sampler2D _MainTex;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 404
#line 426
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 389
lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) {
    return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w;
}
#line 385
lowp float UnitySpotCookie( in highp vec4 LightCoord ) {
    return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w;
}
#line 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 412
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 416
    o.Alpha = _Opacity;
}
#line 440
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 442
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 446
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 450
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingLambert( o, lightDir, (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0));
    c.w = 0.0;
    #line 454
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec4(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  mediump vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2);
  lowp vec4 c_16;
  c_16.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * (texture2D (_LightTextureB0, vec2(tmpvar_15)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0));
  c_16.w = tmpvar_6;
  c_1.xyz = c_16.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  mediump vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2);
  lowp vec4 c_16;
  c_16.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * (texture2D (_LightTextureB0, vec2(tmpvar_15)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0));
  c_16.w = tmpvar_6;
  c_1.xyz = c_16.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 410
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 418
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 422
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 426
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    #line 430
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 410
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 418
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 404
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 408
    o.Alpha = _Opacity;
}
#line 432
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 434
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 438
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 442
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingLambert( o, lightDir, ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0));
    c.w = 0.0;
    #line 446
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_14;
  c_14.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0));
  c_14.w = tmpvar_6;
  c_1.xyz = c_14.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_14;
  c_14.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0));
  c_14.w = tmpvar_6;
  c_1.xyz = c_14.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 8 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 388
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec2 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 421
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 425
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy;
    #line 429
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 388
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec2 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 395
#line 417
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 407
    o.Alpha = _Opacity;
}
#line 431
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 433
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 437
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 441
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, IN._LightCoord).w * 1.0));
    c.w = 0.0;
    #line 445
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 5
//   opengl - ALU: 6 to 18, TEX: 1 to 3
//   d3d9 - ALU: 6 to 17, TEX: 1 to 3
//   d3d11 - ALU: 4 to 14, TEX: 1 to 3, FLOW: 1 to 1
//   d3d11_9x - ALU: 4 to 14, TEX: 1 to 3, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 12 ALU, 2 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2];
DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.x, R1.x;
MUL R1.x, R1, fragment.texcoord[1].z;
MUL R0.xyz, R0, c[0];
MAX R1.x, R1, c[2];
MOV result.color.w, c[2].x;
TEX R0.w, R0.w, texture[1], 2D;
MUL R0.w, R1.x, R0;
MUL R0.xyz, R0.w, R0;
MUL result.color.xyz, R0, c[2].y;
END
# 12 instructions, 2 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "POINT" }
ConstBuffer "$Globals" 160 // 32 used size, 8 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 12 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedmmandhphjmajooldnphnjipnheembileabaaaaaaleacaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcmeabaaaaeaaaaaaahbaaaaaafjaaaaaeegiocaaa
aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
gcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa
adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaa
aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa
acaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaa
baaaaaahccaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaaj
pcaabaaaabaaaaaafgafbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaa
apaaaaahbcaabaaaaaaaaaaaagaabaaaaaaaaaaaagaabaaaabaaaaaaefaaaaaj
pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa
diaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaa
diaaaaahhccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaf
iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"agal_ps
c1 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
ahaaaaaaaaaaabacaaaaaakkacaaaaaaabaaaaoeabaaaaaa max r0.x, r0.z, c1
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c1.y
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT" }
ConstBuffer "$Globals" 160 // 32 used size, 8 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 12 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 96 // 32 used size, 7 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 7 instructions, 1 temp regs, 0 temp arrays:
// ALU 4 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedfhfehpjclmnbhmdpiefhapbgpcfigjbaabaaaaaaoiabaaaaadaaaaaa
cmaaaaaajmaaaaaanaaaaaaaejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcbaabaaaaeaaaaaaaeeaaaaaa
fjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae
aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadecbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaabaaaaaadeaaaaah
icaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaaaaaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaa
pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa
aaaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
SetTexture 0 [_MainTex] 2D
"agal_ps
c1 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0
ahaaaaaaabaaabacabaaaakkaeaaaaaaabaaaaoeabaaaaaa max r1.x, v1.z, c1
adaaaaaaaaaaahacabaaaaaaacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r1.x, r0.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c1.y
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 96 // 32 used size, 7 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 7 instructions, 1 temp regs, 0 temp arrays:
// ALU 4 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecedgjgmjefbgjmfeialabgcmhlgdcdgmkhjabaaaaaaneacaaaaaeaaaaaa
daaaaaaabiabaaaadaacaaaakaacaaaaebgpgodjoaaaaaaaoaaaaaaaaaacpppp
kmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachla
bpaaaaacaaaaaajaaaaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaafaaaaad
aaaachiaaaaaoeiaaaaaoekaalaaaaadaaaaciiaabaakklaabaaaakaacaaaaad
aaaaciiaaaaappiaaaaappiaafaaaaadaaaachiaaaaappiaaaaaoeiaabaaaaac
aaaaaiiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcbaabaaaa
eaaaaaaaeeaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaa
aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa
gcbaaaadecbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa
efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa
aaaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaa
abaaaaaadeaaaaahicaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaa
aaaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah
hccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa
aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheogiaaaaaaadaaaaaaaiaaaaaa
faaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl
epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

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

SubProgram "d3d9 " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
SetTexture 2 [_LightTextureB0] 2D
"ps_2_0
; 17 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c1, 0.50000000, 0.00000000, 1.00000000, 2.00000000
dcl t0.xy
dcl t1.xyz
dcl t2
texld r2, t0, s0
dp3 r0.x, t2, t2
rcp r1.x, t2.w
mov r0.xy, r0.x
mad r1.xy, t2, r1.x, c1.x
mul_pp r2.xyz, r2, c0
texld r0, r0, s2
texld r1, r1, s1
cmp r1.x, -t2.z, c1.y, c1.z
mul_pp r3.x, r1, r1.w
dp3_pp r1.x, t1, t1
rsq_pp r1.x, r1.x
mul_pp r0.z, r1.x, t1
max_pp r1.x, r0.z, c1.y
mul_pp r0.x, r3, r0
mul_pp r0.x, r1, r0
mul_pp r0.xyz, r0.x, r2
mul_pp r0.xyz, r0, c1.w
mov_pp r0.w, c1.y
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 160 // 32 used size, 8 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTexture0] 2D 0
SetTexture 2 [_LightTextureB0] 2D 1
// 19 instructions, 2 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 1 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedfcgemanfjoeeidbjoddpilpjakdhlmibabaaaaaakiadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapapaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcliacaaaaeaaaaaaakoaaaaaafjaaaaaeegiocaaa
aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae
aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadpcbabaaaadaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaaoaaaaahdcaabaaaaaaaaaaa
egbabaaaadaaaaaapgbpbaaaadaaaaaaaaaaaaakdcaabaaaaaaaaaaaegaabaaa
aaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaajpcaabaaa
aaaaaaaaegaabaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadbaaaaah
bcaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaadaaaaaaabaaaaahbcaabaaa
aaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahbcaabaaaaaaaaaaa
dkaabaaaaaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaa
adaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaafgafbaaaaaaaaaaa
eghobaaaacaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaa
aaaaaaaaakaabaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaa
egbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaah
ccaabaaaaaaaaaaabkaabaaaaaaaaaaackbabaaaacaaaaaadeaaaaahccaabaaa
aaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaaaaaaaaaa
fgafbaaaaaaaaaaaagaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa
abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaaiocaabaaaaaaaaaaa
agajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaaaaaaaaaa
agaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa
aaaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
SetTexture 2 [_LightTextureB0] 2D
"agal_ps
c1 0.5 0.0 1.0 2.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
afaaaaaaabaaabacacaaaappaeaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, v2.w
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaabaaadacacaaaaoeaeaaaaaaabaaaaaaacaaaaaa mul r1.xy, v2, r1.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaaaaabaaaaaa add r1.xy, r1.xyyy, c1.x
adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0
ciaaaaaaaaaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r0, r0.xyyy, s2 <2d wrap linear point>
ciaaaaaaabaaapacabaaaafeacaaaaaaabaaaaaaafaababb tex r1, r1.xyyy, s1 <2d wrap linear point>
bfaaaaaaabaaaeacacaaaakkaeaaaaaaaaaaaaaaaaaaaaaa neg r1.z, v2.z
ckaaaaaaaaaaabacabaaaakkacaaaaaaabaaaaffabaaaaaa slt r0.x, r1.z, c1.y
adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappacaaaaaa mul r0.x, r0.x, r1.w
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1
ahaaaaaaabaaabacaaaaaakkacaaaaaaabaaaaffabaaaaaa max r1.x, r0.z, c1.y
adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaappabaaaaaa mul r0.xyz, r0.xyzz, c1.w
aaaaaaaaaaaaaiacabaaaaffabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.y
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 160 // 32 used size, 8 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTexture0] 2D 0
SetTexture 2 [_LightTextureB0] 2D 1
// 19 instructions, 2 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 1 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

SubProgram "d3d9 " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTextureB0] 2D
SetTexture 2 [_LightTexture0] CUBE
"ps_2_0
; 13 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_cube s2
def c1, 0.00000000, 2.00000000, 0, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xyz
texld r2, t2, s2
dp3 r0.x, t2, t2
mov r1.xy, r0.x
dp3_pp r2.x, t1, t1
rsq_pp r2.x, r2.x
texld r1, r1, s1
texld r0, t0, s0
mul_pp r1.z, r2.x, t1
mul_pp r2.xyz, r0, c0
mul r1.x, r1, r2.w
max_pp r0.x, r1.z, c1
mul_pp r0.x, r0, r1
mul_pp r0.xyz, r0.x, r2
mul_pp r0.xyz, r0, c1.y
mov_pp r0.w, c1.x
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 160 // 32 used size, 8 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_LightTexture0] CUBE 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedjbgekbmbjppdfnelgfnicokknjhnomkjabaaaaaabaadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefccaacaaaaeaaaaaaaiiaaaaaafjaaaaaeegiocaaa
aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae
aahabaaaabaaaaaaffffaaaafidaaaaeaahabaaaacaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaa
egbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaaaaaaaaaagaabaaa
aaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaaabaaaaaa
egbcbaaaadaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaadiaaaaahbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaabaaaaaahccaabaaaaaaaaaaa
egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaa
aaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaackbabaaaacaaaaaa
deaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaaapaaaaah
bcaabaaaaaaaaaaafgafbaaaaaaaaaaaagaabaaaaaaaaaaaefaaaaajpcaabaaa
abaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaai
ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaah
hccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaa
aaaaaaaaabeaaaaaaaaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTextureB0] 2D
SetTexture 2 [_LightTexture0] CUBE
"agal_ps
c1 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0
ciaaaaaaabaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r1, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaacaaaaaaafbababb tex r0, v2, s2 <cube wrap linear point>
adaaaaaaaaaaabacabaaaappacaaaaaaaaaaaappacaaaaaa mul r0.x, r1.w, r0.w
bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1
ahaaaaaaabaaabacaaaaaakkacaaaaaaabaaaaoeabaaaaaa max r1.x, r0.z, c1
adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c1.y
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 160 // 32 used size, 8 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_LightTexture0] CUBE 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 160 // 32 used size, 8 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 8 instructions, 2 temp regs, 0 temp arrays:
// ALU 4 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedehifajlclaoihdilihaokkegjfmgikcjabaaaaaaemacaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaeaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcfmabaaaaeaaaaaaafhaaaaaafjaaaaaeegiocaaa
aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadecbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaa
aaaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadeaaaaah
bcaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaa
aaaaaaaaagaabaaaaaaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa
egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaaiocaabaaa
aaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaa
aaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaa
abeaaaaaaaaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"agal_ps
c1 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v2, s1 <2d wrap linear point>
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
ahaaaaaaaaaaabacabaaaakkaeaaaaaaabaaaaoeabaaaaaa max r0.x, v1.z, c1
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c1.y
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 160 // 32 used size, 8 vars
Vector 16 [_LightColor0] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 8 instructions, 2 temp regs, 0 temp arrays:
// ALU 4 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecedilkghkagpgkbdjdlaafdnbknmfmpkdcgabaaaaaahiadaaaaaeaaaaaa
daaaaaaafiabaaaalmacaaaaeeadaaaaebgpgodjcaabaaaacaabaaaaaaacpppp
oiaaaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaabaaaaaa
aaababaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia
abaachlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaabaaaaac
aaaaadiaaaaabllaecaaaaadaaaacpiaaaaaoeiaaaaioekaecaaaaadabaacpia
aaaaoelaabaioekaafaaaaadabaaciiaaaaappiaabaakklafiaaaaaeabaaciia
abaakklaabaappiaabaaaakaacaaaaadabaaciiaabaappiaabaappiaafaaaaad
aaaachiaabaaoeiaaaaaoekaafaaaaadaaaachiaabaappiaaaaaoeiaabaaaaac
aaaaaiiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcfmabaaaa
eaaaaaaafhaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa
fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad
mcbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaa
giaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaaogbkbaaaabaaaaaaeghobaaa
abaaaaaaaagabaaaaaaaaaaadeaaaaahbcaabaaaaaaaaaaackbabaaaacaaaaaa
abeaaaaaaaaaaaaaapaaaaahbcaabaaaaaaaaaaaagaabaaaaaaaaaaapgapbaaa
aaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaabaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaa
aaaaaaaaabaaaaaadiaaaaahhccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaa
aaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheo
iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaa
acaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaheaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

}
	}
	Pass {
		Name "PREPASS"
		Tags { "LightMode" = "PrePassBase" }
		Fog {Mode Off}
Program "vp" {
// Vertex combos: 1
//   opengl - ALU: 20 to 20
//   d3d9 - ALU: 21 to 21
//   d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Matrix 5 [_Object2World]
Vector 9 [unity_Scale]
"!!ARBvp1.0
# 20 ALU
PARAM c[10] = { program.local[0],
		state.matrix.mvp,
		program.local[5..9] };
TEMP R0;
TEMP R1;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R1.xyz, R0, vertex.attrib[14].w;
DP3 R0.y, R1, c[5];
DP3 R0.x, vertex.attrib[14], c[5];
DP3 R0.z, vertex.normal, c[5];
MUL result.texcoord[0].xyz, R0, c[9].w;
DP3 R0.y, R1, c[6];
DP3 R0.x, vertex.attrib[14], c[6];
DP3 R0.z, vertex.normal, c[6];
MUL result.texcoord[1].xyz, R0, c[9].w;
DP3 R0.y, R1, c[7];
DP3 R0.x, vertex.attrib[14], c[7];
DP3 R0.z, vertex.normal, c[7];
MUL result.texcoord[2].xyz, R0, c[9].w;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 20 instructions, 2 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "color" Color
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Vector 320 [unity_Scale] 4
BindCB "UnityPerDraw" 0
// 29 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 worldN_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  mediump float rim_5;
  highp float tmpvar_6;
  tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  tmpvar_4 = tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD0.z;
  worldN_2.x = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = xlv_TEXCOORD1.z;
  worldN_2.y = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = xlv_TEXCOORD2.z;
  worldN_2.z = tmpvar_11;
  res_1.xyz = ((worldN_2 * 0.5) + 0.5);
  res_1.w = 0.0;
  gl_FragData[0] = res_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 worldN_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  mediump float rim_5;
  highp float tmpvar_6;
  tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  tmpvar_4 = tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD0.z;
  worldN_2.x = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = xlv_TEXCOORD1.z;
  worldN_2.y = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = xlv_TEXCOORD2.z;
  worldN_2.z = tmpvar_11;
  res_1.xyz = ((worldN_2 * 0.5) + 0.5);
  res_1.w = 0.0;
  gl_FragData[0] = res_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "color" Color
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Vector 320 [unity_Scale] 4
BindCB "UnityPerDraw" 0
// 29 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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aeaaabaaaaaaaaaaaaaaamaaadaaafaaaaaaaaaaaaaabeaaabaaaiaaaaaaaaaa
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bpaaaaacafaaaciaacaaapjaabaaaaacaaaaahiaabaaoejaafaaaaadabaaahia
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agaaaakaabaaaaacabaaaeiaahaaaakaaiaaaaadacaaaciaaaaaoeiaabaaoeia
aiaaaaadacaaabiaabaaoejaabaaoeiaaiaaaaadacaaaeiaacaaoejaabaaoeia
afaaaaadaaaaahoaacaaoeiaaiaappkaabaaaaacabaaabiaafaaffkaabaaaaac
abaaaciaagaaffkaabaaaaacabaaaeiaahaaffkaaiaaaaadacaaaciaaaaaoeia
abaaoeiaaiaaaaadacaaabiaabaaoejaabaaoeiaaiaaaaadacaaaeiaacaaoeja
abaaoeiaafaaaaadabaaahoaacaaoeiaaiaappkaabaaaaacabaaabiaafaakkka
abaaaaacabaaaciaagaakkkaabaaaaacabaaaeiaahaakkkaaiaaaaadaaaaacia
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acaaoejaabaaoeiaafaaaaadacaaahoaaaaaoeiaaiaappkaafaaaaadaaaaapia
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aaaaoeiappppaaaafdeieefckiadaaaaeaaaabaaokaaaaaafjaaaaaeegiocaaa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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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
#line 415
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 419
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w);
    o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w);
    #line 423
    o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w);
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 426
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 428
    Input surfIN;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 432
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 436
    lowp vec3 worldN;
    worldN.x = dot( IN.TtoW0, o.Normal);
    worldN.y = dot( IN.TtoW1, o.Normal);
    worldN.z = dot( IN.TtoW2, o.Normal);
    #line 440
    o.Normal = worldN;
    lowp vec4 res;
    res.xyz = ((o.Normal * 0.5) + 0.5);
    res.w = o.Specular;
    #line 444
    return res;
}
in highp vec3 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.TtoW0 = vec3(xlv_TEXCOORD0);
    xlt_IN.TtoW1 = vec3(xlv_TEXCOORD1);
    xlt_IN.TtoW2 = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 1
//   opengl - ALU: 5 to 5, TEX: 0 to 0
//   d3d9 - ALU: 6 to 6
//   d3d11 - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { }
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 5 ALU, 0 TEX
PARAM c[1] = { { 0, 0.5 } };
TEMP R0;
MOV R0.z, fragment.texcoord[2];
MOV R0.x, fragment.texcoord[0].z;
MOV R0.y, fragment.texcoord[1].z;
MAD result.color.xyz, R0, c[0].y, c[0].y;
MOV result.color.w, c[0].x;
END
# 5 instructions, 1 R-regs
"
}

SubProgram "d3d9 " {
Keywords { }
"ps_2_0
; 6 ALU
def c0, 0.50000000, 0.00000000, 0, 0
dcl t0.xyz
dcl t1.xyz
dcl t2.xyz
mov_pp r0.z, t2
mov_pp r0.x, t0.z
mov_pp r0.y, t1.z
mad_pp r0.xyz, r0, c0.x, c0.x
mov_pp r0.w, c0.y
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { }
// 6 instructions, 1 temp regs, 0 temp arrays:
// ALU 0 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedjajonmoekahckinhocklpkekiknflceeabaaaaaamaabaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcnaaaaaaaeaaaaaaadeaaaaaagcbaaaadecbabaaa
abaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacabaaaaaadgaaaaafbcaabaaaaaaaaaaackbabaaa
abaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaaacaaaaaadgaaaaafecaabaaa
aaaaaaaackbabaaaadaaaaaadcaaaaaphccabaaaaaaaaaaaegacbaaaaaaaaaaa
aceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadp
aaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab
"
}

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

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

SubProgram "d3d11_9x " {
Keywords { }
// 6 instructions, 1 temp regs, 0 temp arrays:
// ALU 0 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecedpmiegmndjpklicmmampbinnmdcejiohnabaaaaaaimacaaaaaeaaaaaa
daaaaaaapiaaaaaanaabaaaafiacaaaaebgpgodjmaaaaaaamaaaaaaaaaacpppp
jmaaaaaaceaaaaaaaaaaceaaaaaaceaaaaaaceaaaaaaceaaaaaaceaaaaacpppp
fbaaaaafaaaaapkaaaaaaadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia
aaaaahlabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaahlaafaaaaad
aaaacbiaaaaakklaaaaaaakaafaaaaadaaaacciaabaakklaaaaaaakaafaaaaad
aaaaceiaacaakklaaaaaaakaacaaaaadaaaachiaaaaaoeiaaaaaaakaabaaaaac
aaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcnaaaaaaa
eaaaaaaadeaaaaaagcbaaaadecbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaa
gcbaaaadecbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa
dgaaaaafbcaabaaaaaaaaaaackbabaaaabaaaaaadgaaaaafccaabaaaaaaaaaaa
ckbabaaaacaaaaaadgaaaaafecaabaaaaaaaaaaackbabaaaadaaaaaadcaaaaap
hccabaaaaaaaaaaaegacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadp
aaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaa
aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa
giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa
abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa
fdfgfpfegbhcghgfheaaklkl"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mediump vec4 tmpvar_15;
  tmpvar_15 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_15.w;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_16;
  lowp vec4 c_17;
  mediump vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_4 * light_3.xyz);
  c_17.xyz = tmpvar_18;
  c_17.w = tmpvar_6;
  c_2 = c_17;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mediump vec4 tmpvar_15;
  tmpvar_15 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_15.w;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_16;
  lowp vec4 c_17;
  mediump vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_4 * light_3.xyz);
  c_17.xyz = tmpvar_18;
  c_17.w = tmpvar_6;
  c_2 = c_17;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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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abaaaiiabhaaffkaajaaaaadacaaabiaaeaaoekaabaaoeiaajaaaaadacaaacia
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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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 432
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 420
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 424
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 432
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 432
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 436
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 440
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 444
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    light.xyz += IN.vlight;
    #line 448
    mediump vec4 c = LightingLambert_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = color_11.xyz;
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_16;
  tmpvar_9 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_18.w;
  highp float tmpvar_19;
  tmpvar_19 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_21;
  light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_22;
  mediump vec3 tmpvar_23;
  tmpvar_23 = (tmpvar_7 * light_6.xyz);
  c_22.xyz = tmpvar_23;
  c_22.w = tmpvar_9;
  c_2 = c_22;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = color_11.xyz;
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_16;
  tmpvar_9 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_18.w;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_21;
  tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz);
  lmFull_4 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz);
  lmIndirect_3 = tmpvar_23;
  light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_24;
  mediump vec3 tmpvar_25;
  tmpvar_25 = (tmpvar_7 * light_6.xyz);
  c_24.xyz = tmpvar_25;
  c_24.w = tmpvar_9;
  c_2 = c_24;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 437
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    #line 421
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 425
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 429
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 437
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 441
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 445
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 449
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    #line 453
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    #line 457
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    #line 461
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mat3 tmpvar_15;
  tmpvar_15[0].x = 0.816497;
  tmpvar_15[0].y = -0.408248;
  tmpvar_15[0].z = -0.408248;
  tmpvar_15[1].x = 0.0;
  tmpvar_15[1].y = 0.707107;
  tmpvar_15[1].z = -0.707107;
  tmpvar_15[2].x = 0.57735;
  tmpvar_15[2].y = 0.57735;
  tmpvar_15[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_16;
  mediump vec3 lm_17;
  lowp vec3 tmpvar_18;
  tmpvar_18 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_17 = tmpvar_18;
  lowp vec3 tmpvar_19;
  tmpvar_19 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_16 = tmpvar_19;
  lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16));
  mediump vec4 tmpvar_20;
  tmpvar_20.w = 0.0;
  tmpvar_20.xyz = lm_17;
  mediump vec4 tmpvar_21;
  tmpvar_21 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_20);
  light_3 = tmpvar_21;
  lowp vec4 c_22;
  mediump vec3 tmpvar_23;
  tmpvar_23 = (tmpvar_4 * tmpvar_21.xyz);
  c_22.xyz = tmpvar_23;
  c_22.w = tmpvar_6;
  c_2 = c_22;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  mat3 tmpvar_17;
  tmpvar_17[0].x = 0.816497;
  tmpvar_17[0].y = -0.408248;
  tmpvar_17[0].z = -0.408248;
  tmpvar_17[1].x = 0.0;
  tmpvar_17[1].y = 0.707107;
  tmpvar_17[1].z = -0.707107;
  tmpvar_17[2].x = 0.57735;
  tmpvar_17[2].y = 0.57735;
  tmpvar_17[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_18;
  mediump vec3 lm_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz);
  lm_19 = tmpvar_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz);
  scalePerBasisVector_18 = tmpvar_21;
  lm_19 = (lm_19 * dot (clamp ((tmpvar_17 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_18));
  mediump vec4 tmpvar_22;
  tmpvar_22.w = 0.0;
  tmpvar_22.xyz = lm_19;
  mediump vec4 tmpvar_23;
  tmpvar_23 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_22);
  light_3 = tmpvar_23;
  lowp vec4 c_24;
  mediump vec3 tmpvar_25;
  tmpvar_25 = (tmpvar_4 * tmpvar_23.xyz);
  c_24.xyz = tmpvar_25;
  c_24.w = tmpvar_6;
  c_2 = c_24;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 432
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    #line 420
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 424
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 432
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 435
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 437
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 441
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 445
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 449
    light = (-log2(light));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true);
    #line 453
    light += lm;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mediump vec4 tmpvar_15;
  tmpvar_15 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_15.w;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_16;
  lowp vec4 c_17;
  mediump vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_4 * light_3.xyz);
  c_17.xyz = tmpvar_18;
  c_17.w = tmpvar_6;
  c_2 = c_17;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mediump vec4 tmpvar_15;
  tmpvar_15 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_15.w;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_16;
  lowp vec4 c_17;
  mediump vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_4 * light_3.xyz);
  c_17.xyz = tmpvar_18;
  c_17.w = tmpvar_6;
  c_2 = c_17;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
aaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa
akaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaak
hccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaa
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abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
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feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
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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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 432
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 420
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 424
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 432
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 432
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 436
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 440
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 444
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light.xyz += IN.vlight;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    #line 448
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"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 highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = color_11.xyz;
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_16;
  tmpvar_9 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_18.w;
  highp float tmpvar_19;
  tmpvar_19 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_21;
  light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_22;
  mediump vec3 tmpvar_23;
  tmpvar_23 = (tmpvar_7 * light_6.xyz);
  c_22.xyz = tmpvar_23;
  c_22.w = tmpvar_9;
  c_2 = c_22;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = color_11.xyz;
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_16;
  tmpvar_9 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_18.w;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_21;
  tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz);
  lmFull_4 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz);
  lmIndirect_3 = tmpvar_23;
  light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_24;
  mediump vec3 tmpvar_25;
  tmpvar_25 = (tmpvar_7 * light_6.xyz);
  c_24.xyz = tmpvar_25;
  c_24.w = tmpvar_9;
  c_2 = c_24;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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akbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaa
adaaaaaaagaaaaaackbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaa
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aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
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jiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa
abaaaaaaamadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa
keaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaaaeaaaaaa
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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 437
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    #line 421
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 425
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 429
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 437
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 441
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 445
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 449
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 453
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    #line 457
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    c.xyz += o.Emission;
    #line 461
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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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 sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mat3 tmpvar_15;
  tmpvar_15[0].x = 0.816497;
  tmpvar_15[0].y = -0.408248;
  tmpvar_15[0].z = -0.408248;
  tmpvar_15[1].x = 0.0;
  tmpvar_15[1].y = 0.707107;
  tmpvar_15[1].z = -0.707107;
  tmpvar_15[2].x = 0.57735;
  tmpvar_15[2].y = 0.57735;
  tmpvar_15[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_16;
  mediump vec3 lm_17;
  lowp vec3 tmpvar_18;
  tmpvar_18 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_17 = tmpvar_18;
  lowp vec3 tmpvar_19;
  tmpvar_19 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_16 = tmpvar_19;
  lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16));
  mediump vec4 tmpvar_20;
  tmpvar_20.w = 0.0;
  tmpvar_20.xyz = lm_17;
  mediump vec4 tmpvar_21;
  tmpvar_21 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_20);
  light_3 = tmpvar_21;
  lowp vec4 c_22;
  mediump vec3 tmpvar_23;
  tmpvar_23 = (tmpvar_4 * tmpvar_21.xyz);
  c_22.xyz = tmpvar_23;
  c_22.w = tmpvar_6;
  c_2 = c_22;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = color_8.xyz;
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  mat3 tmpvar_17;
  tmpvar_17[0].x = 0.816497;
  tmpvar_17[0].y = -0.408248;
  tmpvar_17[0].z = -0.408248;
  tmpvar_17[1].x = 0.0;
  tmpvar_17[1].y = 0.707107;
  tmpvar_17[1].z = -0.707107;
  tmpvar_17[2].x = 0.57735;
  tmpvar_17[2].y = 0.57735;
  tmpvar_17[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_18;
  mediump vec3 lm_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz);
  lm_19 = tmpvar_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz);
  scalePerBasisVector_18 = tmpvar_21;
  lm_19 = (lm_19 * dot (clamp ((tmpvar_17 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_18));
  mediump vec4 tmpvar_22;
  tmpvar_22.w = 0.0;
  tmpvar_22.xyz = lm_19;
  mediump vec4 tmpvar_23;
  tmpvar_23 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_22);
  light_3 = tmpvar_23;
  lowp vec4 c_24;
  mediump vec3 tmpvar_25;
  tmpvar_25 = (tmpvar_4 * tmpvar_23.xyz);
  c_24.xyz = tmpvar_25;
  c_24.w = tmpvar_6;
  c_2 = c_24;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp
beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa
acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa
acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp
aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac
afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaafaaaaad
aaaaapiaaaaaffjaagaaoekaaeaaaaaeaaaaapiaafaaoekaaaaaaajaaaaaoeia
aeaaaaaeaaaaapiaahaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaaiaaoeka
aaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffiaaeaaaakaafaaaaadabaaaiia
abaaaaiaaoaaaakaafaaaaadabaaafiaaaaapeiaaoaaaakaacaaaaadacaaadoa
abaakkiaabaaomiaaeaaaaaeaaaaamoaaeaabejaabaabekaabaalekaabaaaaac
abaaahiaadaaoekaafaaaaadacaaahiaabaaffiaakaaoekaaeaaaaaeabaaalia
ajaakekaabaaaaiaacaakeiaaeaaaaaeabaaahiaalaaoekaabaakkiaabaapeia
acaaaaadabaaahiaabaaoeiaamaaoekaaeaaaaaeabaaahiaabaaoeiaanaappka
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afaaaaadadaaahiaacaamjiaacaancjaaeaaaaaeacaaahiaacaamjjaacaancia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"
}

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 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 432
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    #line 420
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 424
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp float _Opacity;
#line 384
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 432
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 435
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 437
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 441
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 445
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 449
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true);
    light += lm;
    #line 453
    mediump vec4 c = LightingLambert_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 13 to 27, TEX: 2 to 4
//   d3d9 - ALU: 15 to 27, TEX: 2 to 4
//   d3d11 - ALU: 12 to 18, TEX: 2 to 4, FLOW: 1 to 1
//   d3d11_9x - ALU: 12 to 18, TEX: 2 to 4, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Float 0 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 16 ALU, 2 TEX
PARAM c[4] = { program.local[0..2],
		{ 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TXP R1.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R0.w;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[3].x;
POW R0.w, R0.w, c[1].x;
MUL R2.xyz, R0.w, c[2];
MUL R2.xyz, R2, c[2].w;
MUL R2.xyz, R2, c[0].x;
LG2 R1.x, R1.x;
LG2 R1.z, R1.z;
LG2 R1.y, R1.y;
ADD R1.xyz, -R1, fragment.texcoord[3];
MAD result.color.xyz, R0, R1, R2;
MOV result.color.w, c[0].x;
END
# 16 instructions, 3 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 8 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 18 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedciplabnnicnlhldiclfgijpeobebklhnabaaaaaaiiadaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefciaacaaaaeaaaaaaakaaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa
aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad
hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah
bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa
abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai
bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa
aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa
aaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa
aaaaaaaaagiacaaaaaaaaaaaadaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa
adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa
eghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaafhcaabaaaabaaaaaaegacbaaa
abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaiaebaaaaaaabaaaaaaegbcbaaa
aeaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa
abaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa
adaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 8 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 18 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Vector 3 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 27 ALU, 4 TEX
PARAM c[5] = { program.local[0..3],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R0, fragment.texcoord[3], texture[3], 2D;
TEX R1, fragment.texcoord[3], texture[2], 2D;
TEX R2.xyz, fragment.texcoord[0], texture[0], 2D;
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0.w, R0;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R1.w;
MUL R0.xyz, R0, c[4].x;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R1.w, -R0, c[4].y;
DP4 R0.w, fragment.texcoord[4], fragment.texcoord[4];
POW R1.w, R1.w, c[1].x;
RSQ R0.w, R0.w;
MUL R4.xyz, R1.w, c[2];
RCP R0.w, R0.w;
MAD R1.xyz, R1, c[4].x, -R0;
MAD_SAT R0.w, R0, c[3].z, c[3];
MAD R0.xyz, R0.w, R1, R0;
MUL R4.xyz, R4, c[2].w;
MUL R1.xyz, R4, c[0].x;
LG2 R3.x, R3.x;
LG2 R3.y, R3.y;
LG2 R3.z, R3.z;
ADD R0.xyz, -R3, R0;
MAD result.color.xyz, R2, R0, R1;
MOV result.color.w, c[0].x;
END
# 27 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Float 0 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Vector 3 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 27 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c4, 1.00000000, 8.00000000, 0, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xy
dcl t4
texld r3, t0, s0
texldp r2, t2, s1
texld r1, t3, s2
texld r0, t3, s3
mul_pp r4.xyz, r0.w, r0
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
mul_pp r1.xyz, r1.w, r1
mul_pp r5.xyz, r4, c4.y
add r0.x, -r0.z, c4
mad_pp r6.xyz, r1, c4.y, -r5
pow_pp r4.x, r0.x, c1.x
dp4 r1.x, t4, t4
rsq r1.x, r1.x
rcp r0.x, r1.x
mad_sat r0.x, r0, c3.z, c3.w
mad_pp r1.xyz, r0.x, r6, r5
mov_pp r0.x, r4.x
mul r0.xyz, r0.x, c2
mul r0.xyz, r0, c2.w
log_pp r2.x, r2.x
log_pp r2.y, r2.y
log_pp r2.z, r2.z
add_pp r1.xyz, -r2, r1
mul_pp r0.xyz, r0, c0.x
mov_pp r0.w, c0.x
mad_pp r0.xyz, r3, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 144 // 128 used size, 10 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 28 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedgaaaboapkbmkhlkkjkgcndajagmajhknabaaaaaaciafaaaaadaaaaaa
cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcaiaeaaaa
eaaaaaaaacabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad
aagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa
abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa
adaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadpcbabaaa
aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabbaaaaahbcaabaaa
aaaaaaaaegbobaaaaeaaaaaaegbobaaaaeaaaaaaelaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadccaaaalbcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaa
aaaaaaaaahaaaaaadkiacaaaaaaaaaaaahaaaaaaefaaaaajpcaabaaaabaaaaaa
ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahccaabaaa
aaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaaaaaaaaa
agajbaaaabaaaaaafgafbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa
abaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaa
dkaabaaaabaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaabaaaaaapgapbaaa
abaaaaaaegacbaaaabaaaaaajgahbaiaebaaaaaaaaaaaaaadcaaaaajhcaabaaa
aaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaajgahbaaaaaaaaaaaaoaaaaah
dcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaa
abaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaaf
hcaabaaaabaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaaaaaaaaaegacbaaa
aaaaaaaaegacbaiaebaaaaaaabaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaa
acaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa
dicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai
icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf
icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaa
aaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaa
aaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaa
aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa
aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaa
adaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa
aaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa
adaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 144 // 128 used size, 10 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 28 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 23 ALU, 4 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 0.57735026, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R0, fragment.texcoord[3], texture[2], 2D;
TEX R1, fragment.texcoord[3], texture[3], 2D;
TEX R2.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.w, R2.w;
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0.w, R0;
MUL_SAT R2.w, R2, fragment.texcoord[1].z;
ADD R0.w, -R2, c[3].z;
POW R0.w, R0.w, c[1].x;
MUL R1.xyz, R1, c[3].y;
MUL R4.xyz, R0.w, c[2];
DP3 R0.w, R1, c[3].x;
MUL R1.xyz, R4, c[2].w;
MUL R0.xyz, R0, R0.w;
MUL R1.xyz, R1, c[0].x;
LG2 R3.x, R3.x;
LG2 R3.z, R3.z;
LG2 R3.y, R3.y;
MAD R0.xyz, R0, c[3].x, -R3;
MAD result.color.xyz, R2, R0, R1;
MOV result.color.w, c[0].x;
END
# 23 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Float 0 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 23 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c3, 1.00000000, 0.57735026, 8.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xy
texld r5, t0, s0
texldp r4, t2, s1
texld r3, t3, s2
texld r2, t3, s3
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r1.w, r0.x, c1.x
mul_pp r0.xyz, r2.w, r2
mul_pp r0.xyz, r0, c3.y
dp3_pp r0.x, r0, c3.z
mul_pp r2.xyz, r3.w, r3
mul_pp r2.xyz, r2, r0.x
mov_pp r0.x, r1.w
mul r0.xyz, r0.x, c2
mul r0.xyz, r0, c2.w
log_pp r1.x, r4.x
log_pp r1.z, r4.z
log_pp r1.y, r4.y
mad_pp r1.xyz, r2, c3.z, -r1
mul_pp r0.xyz, r0, c0.x
mov_pp r0.w, c0.x
mad_pp r0.xyz, r5, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 144 // 80 used size, 10 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedngkhgakddlnbmhojbkfomkhcanceefdfabaaaaaakiaeaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefckaadaaaaeaaaaaaaoiaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa
acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa
fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa
fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad
mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaa
ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa
egacbaaaaaaaaaaapgapbaaaaaaaaaaabaaaaaakbcaabaaaaaaaaaaaaceaaaaa
dkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaaaoaaaaahgcaabaaa
aaaaaaaaagbbbaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaa
jgafbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaafocaabaaa
aaaaaaaaagajbaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa
eghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa
abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa
pgapbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaabaaaaaaagaabaaa
aaaaaaaajgahbaiaebaaaaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaa
acaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa
dicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai
icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf
icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaa
aaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaa
aaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaa
aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa
aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaa
adaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa
aaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa
adaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 144 // 80 used size, 10 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 13 ALU, 2 TEX
PARAM c[4] = { program.local[0..2],
		{ 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TXP R1.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R0.w;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[3].x;
POW R0.w, R0.w, c[1].x;
MUL R2.xyz, R0.w, c[2];
MUL R2.xyz, R2, c[2].w;
MUL R2.xyz, R2, c[0].x;
ADD R1.xyz, R1, fragment.texcoord[3];
MAD result.color.xyz, R0, R1, R2;
MOV result.color.w, c[0].x;
END
# 13 instructions, 3 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 112 // 80 used size, 8 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 17 instructions, 3 temp regs, 0 temp arrays:
// ALU 12 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedkmjfmifehdoeoobbmomjdgadkalgohlnabaaaaaahaadaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcgiacaaaaeaaaaaaajkaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa
aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad
hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah
bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa
abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai
bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa
aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa
aaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa
aaaaaaaaagiacaaaaaaaaaaaadaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa
adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa
eghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaa
abaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa
acaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaa
akiacaaaaaaaaaaaadaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 112 // 80 used size, 8 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 17 instructions, 3 temp regs, 0 temp arrays:
// ALU 12 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Vector 3 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 24 ALU, 4 TEX
PARAM c[5] = { program.local[0..3],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R0, fragment.texcoord[3], texture[3], 2D;
TEX R1, fragment.texcoord[3], texture[2], 2D;
TEX R2.xyz, fragment.texcoord[0], texture[0], 2D;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0.w, R0;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R1.w;
MUL R0.xyz, R0, c[4].x;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R1.w, -R0, c[4].y;
DP4 R0.w, fragment.texcoord[4], fragment.texcoord[4];
POW R1.w, R1.w, c[1].x;
RSQ R0.w, R0.w;
MUL R4.xyz, R1.w, c[2];
RCP R0.w, R0.w;
MAD R1.xyz, R1, c[4].x, -R0;
MAD_SAT R0.w, R0, c[3].z, c[3];
MAD R0.xyz, R0.w, R1, R0;
MUL R4.xyz, R4, c[2].w;
MUL R1.xyz, R4, c[0].x;
ADD R0.xyz, R3, R0;
MAD result.color.xyz, R2, R0, R1;
MOV result.color.w, c[0].x;
END
# 24 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Float 0 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
Vector 3 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 24 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c4, 1.00000000, 8.00000000, 0, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xy
dcl t4
texld r3, t0, s0
texldp r2, t2, s1
texld r0, t3, s2
texld r4, t3, s3
mul_pp r1.xyz, r0.w, r0
mul_pp r4.xyz, r4.w, r4
mul_pp r5.xyz, r4, c4.y
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
mad_pp r6.xyz, r1, c4.y, -r5
add r1.x, -r0.z, c4
pow_pp r4.x, r1.x, c1.x
dp4 r0.x, t4, t4
rsq r0.x, r0.x
rcp r1.x, r0.x
mov_pp r0.x, r4.x
mad_sat r1.x, r1, c3.z, c3.w
mul r0.xyz, r0.x, c2
mul r0.xyz, r0, c2.w
mad_pp r1.xyz, r1.x, r6, r5
add_pp r1.xyz, r2, r1
mul_pp r0.xyz, r0, c0.x
mov_pp r0.w, c0.x
mad_pp r0.xyz, r3, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 144 // 128 used size, 10 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "$Globals" 144 // 128 used size, 10 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 20 ALU, 4 TEX
PARAM c[4] = { program.local[0..2],
		{ 8, 0.57735026, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R0, fragment.texcoord[3], texture[2], 2D;
TEX R1, fragment.texcoord[3], texture[3], 2D;
TEX R2.xyz, fragment.texcoord[0], texture[0], 2D;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.w, R2.w;
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0.w, R0;
MUL_SAT R2.w, R2, fragment.texcoord[1].z;
ADD R0.w, -R2, c[3].z;
POW R0.w, R0.w, c[1].x;
MUL R1.xyz, R1, c[3].y;
MUL R4.xyz, R0.w, c[2];
DP3 R0.w, R1, c[3].x;
MUL R1.xyz, R4, c[2].w;
MUL R0.xyz, R0, R0.w;
MUL R1.xyz, R1, c[0].x;
MAD R0.xyz, R0, c[3].x, R3;
MAD result.color.xyz, R2, R0, R1;
MOV result.color.w, c[0].x;
END
# 20 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Float 0 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 20 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c3, 1.00000000, 0.57735026, 8.00000000, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xy
texld r5, t0, s0
texldp r4, t2, s1
texld r3, t3, s2
texld r2, t3, s3
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c3
pow_pp r1.w, r0.x, c1.x
mul_pp r0.xyz, r2.w, r2
mul_pp r0.xyz, r0, c3.y
dp3_pp r0.x, r0, c3.z
mul_pp r2.xyz, r3.w, r3
mul_pp r2.xyz, r2, r0.x
mov_pp r0.x, r1.w
mul r0.xyz, r0.x, c2
mul r0.xyz, r0, c2.w
mad_pp r1.xyz, r2, c3.z, r4
mul_pp r0.xyz, r0, c0.x
mov_pp r0.w, c0.x
mad_pp r0.xyz, r5, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 144 // 80 used size, 10 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 16 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "$Globals" 144 // 80 used size, 10 vars
Float 48 [_Opacity]
Float 52 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 16 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

}
	}

#LINE 55

	}
	Fallback "Diffuse"
}