Shader "KSP/Emissive/Bumped Specular"
{
	Properties 
	{
		_MainTex("_MainTex (RGB spec(A))", 2D) = "white" {}
		_BumpMap("_BumpMap", 2D) = "bump" {}
		_Color ("Main Color", Color) = (1,1,1,1)
		_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
		_Shininess ("Shininess", Range (0.03, 1)) = 0.078125

		_EmissiveColor("_EmissiveColor", Color) = (0,0,0,1)
		_Emissive("_Emissive", 2D) = "white" {}
		
		_Opacity("_Opacity", Range(0,1) ) = 1
		_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
		_RimColor("_RimColor", Color) = (0,0,0,0)
	}
	
	SubShader 
	{
		Tags { "RenderType"="Opaque" }
		ZWrite On
		ZTest LEqual
		Blend SrcAlpha OneMinusSrcAlpha 

			
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardBase" }
Program "vp" {
// Vertex combos: 12
//   opengl - ALU: 21 to 81
//   d3d9 - ALU: 22 to 84
//   d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
Vector 24 [_BumpMap_ST]
Vector 25 [_Emissive_ST]
"!!ARBvp1.0
# 45 ALU
PARAM c[26] = { { 1 },
		state.matrix.mvp,
		program.local[5..25] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.y, R1, c[19];
DP4 R3.x, R1, c[18];
ADD R2.xyz, R2, R3;
MAD R0.x, R0, R0, -R0.y;
MUL R3.xyz, R0.x, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
ADD result.texcoord[4].xyz, R2, R3;
MOV R0.xyz, c[13];
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[22].w, -vertex.position;
MUL R2.xyz, R1, vertex.attrib[14].w;
MOV R1, c[14];
DP4 R3.z, R1, c[11];
DP4 R3.x, R1, c[9];
DP4 R3.y, R1, c[10];
DP3 result.texcoord[2].y, R0, R2;
DP3 result.texcoord[3].y, R2, R3;
DP3 result.texcoord[2].z, vertex.normal, R0;
DP3 result.texcoord[2].x, R0, vertex.attrib[14];
DP3 result.texcoord[3].z, vertex.normal, R3;
DP3 result.texcoord[3].x, vertex.attrib[14], R3;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[25], c[25].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 45 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 11 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 42 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedjekghcebhhpiacgeloclglkmgfeigoababaaaaaacaaiaaaaadaaaaaa
cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaadamaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa
aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklfdeieefcgmagaaaaeaaaabaajlabaaaafjaaaaae
egiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaae
egiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad
pccabaaaabaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
gfaaaaadhccabaaaaeaaaaaagfaaaaadhccabaaaafaaaaaagiaaaaacaeaaaaaa
diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaa
dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaa
kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaa
adaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaa
abaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaa
ahaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaa
aiaaaaaakgiocaaaaaaaaaaaaiaaaaaadcaaaaaldccabaaaacaaaaaaegbabaaa
adaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaah
hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa
aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa
diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj
hcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaa
dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaa
aeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa
bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaa
abaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaa
abaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaa
aaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa
baaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah
eccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaajhcaabaaa
abaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaal
hcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaa
egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaa
kgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
egiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaa
baaaaaahcccabaaaaeaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah
bccabaaaaeaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa
aeaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaa
egbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaa
egiicaaaadaaaaaaamaaaaaaagaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaak
hcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaa
aaaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaa
abaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaa
abaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaa
abaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaa
acaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaa
egiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaa
egiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaa
egiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa
egacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaa
aaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
akaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaaafaaaaaa
egiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab
"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_18;
  lowp vec4 c_20;
  highp float nh_21;
  lowp float tmpvar_22;
  tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_23;
  tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_19))));
  nh_21 = tmpvar_23;
  mediump float arg1_24;
  arg1_24 = (_Shininess * 128.0);
  highp float tmpvar_25;
  tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5);
  highp vec3 tmpvar_26;
  tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * 2.0);
  c_20.xyz = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_25));
  c_20.w = tmpvar_27;
  c_1.w = c_20.w;
  c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 normal_11;
  normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0)));
  normal_8 = normal_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_18;
  lowp vec4 c_20;
  highp float nh_21;
  lowp float tmpvar_22;
  tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_23;
  tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_19))));
  nh_21 = tmpvar_23;
  mediump float arg1_24;
  arg1_24 = (_Shininess * 128.0);
  highp float tmpvar_25;
  tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5);
  highp vec3 tmpvar_26;
  tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * 2.0);
  c_20.xyz = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_25));
  c_20.w = tmpvar_27;
  c_1.w = c_20.w;
  c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_WorldSpaceLightPos0]
Vector 14 [unity_SHAr]
Vector 15 [unity_SHAg]
Vector 16 [unity_SHAb]
Vector 17 [unity_SHBr]
Vector 18 [unity_SHBg]
Vector 19 [unity_SHBb]
Vector 20 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 21 [unity_Scale]
Vector 22 [_MainTex_ST]
Vector 23 [_BumpMap_ST]
Vector 24 [_Emissive_ST]
"agal_vs
c25 1.0 0.0 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w
bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5
bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4
bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6
aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w
adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx
aaaaaaaaaaaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c25.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16
bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15
bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14
adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w
bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19
bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18
bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17
abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz
adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x
acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y
adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20
abaaaaaaaeaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v4.xyz, r1.xyzz, r2.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
aaaaaaaaabaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c25.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w
acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1
bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz
bcaaaaaaadaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v3.y, r3.xyzz, r4.xyzz
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v2.z, a1, r2.xyzz
bcaaaaaaacaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r2.xyzz, a5
bcaaaaaaadaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.z, a1, r4.xyzz
bcaaaaaaadaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.x, a5, r4.xyzz
adaaaaaaaaaaamacadaaaaeeaaaaaaaabhaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c23.xyxy
abaaaaaaaaaaamaeaaaaaaopacaaaaaabhaaaaoeabaaaaaa add v0.zw, r0.wwzw, c23
adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22
abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw
adaaaaaaaaaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r0.xy, a3, c24
abaaaaaaabaaadaeaaaaaafeacaaaaaabiaaaaooabaaaaaa add v1.xy, r0.xyyy, c24.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 11 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 42 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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daaaaaaabiaeaaaaimakaaaafealaaaaebgpgodjoaadaaaaoaadaaaaaaacpopp
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adaaabaaaaaaaaaaabaaaeaaabaaaeaaaaaaaaaaacaaaaaaabaaafaaaaaaaaaa
acaabcaaahaaagaaaaaaaaaaadaaaaaaaeaaanaaaaaaaaaaadaaamaaadaabbaa
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aeaaaaaeabaaahiaabaamjiaabaancjaacaaoeibafaaaaadabaaahiaabaaoeia
abaappjaaiaaaaadadaaacoaabaaoeiaaaaaoeiaaiaaaaadadaaaeoaacaaoeja
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acaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoejaaaaaoeiaafaaaaad
aaaaahiaacaaoejabiaappkaafaaaaadabaaahiaaaaaffiabcaaoekaaeaaaaae
aaaaaliabbaakekaaaaaaaiaabaakeiaaeaaaaaeaaaaahiabdaaoekaaaaakkia
aaaapeiaabaaaaacaaaaaiiabjaaaakaajaaaaadabaaabiaagaaoekaaaaaoeia
ajaaaaadabaaaciaahaaoekaaaaaoeiaajaaaaadabaaaeiaaiaaoekaaaaaoeia
afaaaaadacaaapiaaaaacjiaaaaakeiaajaaaaadadaaabiaajaaoekaacaaoeia
ajaaaaadadaaaciaakaaoekaacaaoeiaajaaaaadadaaaeiaalaaoekaacaaoeia
acaaaaadabaaahiaabaaoeiaadaaoeiaafaaaaadaaaaaciaaaaaffiaaaaaffia
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aaaaaaiaabaaoeiaafaaaaadaaaaapiaaaaaffjaaoaaoekaaeaaaaaeaaaaapia
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eaaaabaajlabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaa
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gfaaaaadhccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagfaaaaadhccabaaa
afaaaaaagiaaaaacaeaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa
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dccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaa
aaaaaaaaajaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa
acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa
egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa
pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa
egiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa
baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa
abaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa
abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaa
bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaa
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aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaa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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 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 445
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 432
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 436
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 440
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out lowp vec3 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 445
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 445
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 449
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 453
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 457
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    #line 461
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in lowp vec3 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN.vlight = vec3(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_WorldSpaceCameraPos]
Matrix 9 [_World2Object]
Vector 15 [unity_Scale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
Vector 18 [_BumpMap_ST]
Vector 19 [_Emissive_ST]
"!!ARBvp1.0
# 21 ALU
PARAM c[20] = { { 1 },
		state.matrix.mvp,
		program.local[5..19] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R1.xyz, R0, vertex.attrib[14].w;
MOV R0.xyz, c[13];
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[15].w, -vertex.position;
DP3 result.texcoord[2].y, R0, R1;
DP3 result.texcoord[2].z, vertex.normal, R0;
DP3 result.texcoord[2].x, R0, vertex.attrib[14];
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[19], c[19].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[16], c[16].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 21 instructions, 3 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 12 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 20 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec3 normal_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  lowp vec3 tmpvar_9;
  tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_6 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0));
  rim_5 = tmpvar_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_12;
  tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_13;
  tmpvar_13 = color_7.xyz;
  tmpvar_2 = tmpvar_13;
  tmpvar_3 = tmpvar_12;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_4 = _Opacity;
  c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec3 normal_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  lowp vec3 normal_9;
  normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0)));
  normal_6 = normal_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0));
  rim_5 = tmpvar_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_12;
  tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_13;
  tmpvar_13 = color_7.xyz;
  tmpvar_2 = tmpvar_13;
  tmpvar_3 = tmpvar_12;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_4 = _Opacity;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_15.w) * tmpvar_15.xyz));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Matrix 8 [_World2Object]
Vector 13 [unity_Scale]
Vector 14 [unity_LightmapST]
Vector 15 [_MainTex_ST]
Vector 16 [_BumpMap_ST]
Vector 17 [_Emissive_ST]
"agal_vs
c18 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12
aaaaaaaaaaaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c18.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10
bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8
bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9
adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w
acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0
bcaaaaaaacaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v2.y, r0.xyzz, r1.xyzz
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v2.z, a1, r0.xyzz
bcaaaaaaacaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r0.xyzz, a5
adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy
abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16
adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15
abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw
adaaaaaaaaaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r0.xy, a3, c17
abaaaaaaabaaadaeaaaaaafeacaaaaaabbaaaaooabaaaaaa add v1.xy, r0.xyyy, c17.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14
abaaaaaaadaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v3.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 12 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 20 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 426
#line 443
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 430
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 434
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 438
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 426
#line 443
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 444
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 447
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    surfIN.viewDir = IN.viewDir;
    #line 451
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 455
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    #line 459
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * lm);
    #line 463
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_WorldSpaceCameraPos]
Matrix 9 [_World2Object]
Vector 15 [unity_Scale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
Vector 18 [_BumpMap_ST]
Vector 19 [_Emissive_ST]
"!!ARBvp1.0
# 21 ALU
PARAM c[20] = { { 1 },
		state.matrix.mvp,
		program.local[5..19] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R1.xyz, R0, vertex.attrib[14].w;
MOV R0.xyz, c[13];
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[15].w, -vertex.position;
DP3 result.texcoord[2].y, R0, R1;
DP3 result.texcoord[2].z, vertex.normal, R0;
DP3 result.texcoord[2].x, R0, vertex.attrib[14];
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[19], c[19].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[16], c[16].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 21 instructions, 3 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 12 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 20 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  c_1.w = 0.0;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD2);
  mediump vec4 tmpvar_19;
  mediump vec3 viewDir_20;
  viewDir_20 = tmpvar_18;
  mediump vec3 specColor_21;
  highp float nh_22;
  mat3 tmpvar_23;
  tmpvar_23[0].x = 0.816497;
  tmpvar_23[0].y = -0.408248;
  tmpvar_23[0].z = -0.408248;
  tmpvar_23[1].x = 0.0;
  tmpvar_23[1].y = 0.707107;
  tmpvar_23[1].z = -0.707107;
  tmpvar_23[2].x = 0.57735;
  tmpvar_23[2].y = 0.57735;
  tmpvar_23[2].z = 0.57735;
  mediump vec3 normal_24;
  normal_24 = tmpvar_3;
  mediump vec3 scalePerBasisVector_25;
  mediump vec3 lm_26;
  lowp vec3 tmpvar_27;
  tmpvar_27 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_26 = tmpvar_27;
  lowp vec3 tmpvar_28;
  tmpvar_28 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_25 = tmpvar_28;
  lm_26 = (lm_26 * dot (clamp ((tmpvar_23 * normal_24), 0.0, 1.0), scalePerBasisVector_25));
  vec3 v_29;
  v_29.x = tmpvar_23[0].x;
  v_29.y = tmpvar_23[1].x;
  v_29.z = tmpvar_23[2].x;
  vec3 v_30;
  v_30.x = tmpvar_23[0].y;
  v_30.y = tmpvar_23[1].y;
  v_30.z = tmpvar_23[2].y;
  vec3 v_31;
  v_31.x = tmpvar_23[0].z;
  v_31.y = tmpvar_23[1].z;
  v_31.z = tmpvar_23[2].z;
  mediump float tmpvar_32;
  tmpvar_32 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_25.x * v_29) + (scalePerBasisVector_25.y * v_30)) + (scalePerBasisVector_25.z * v_31))) + viewDir_20))));
  nh_22 = tmpvar_32;
  highp float tmpvar_33;
  mediump float arg1_34;
  arg1_34 = (_Shininess * 128.0);
  tmpvar_33 = pow (nh_22, arg1_34);
  highp vec3 tmpvar_35;
  tmpvar_35 = (((lm_26 * _SpecColor.xyz) * tmpvar_5) * tmpvar_33);
  specColor_21 = tmpvar_35;
  highp vec4 tmpvar_36;
  tmpvar_36.xyz = lm_26;
  tmpvar_36.w = tmpvar_33;
  tmpvar_19 = tmpvar_36;
  c_1.xyz = specColor_21;
  mediump vec3 tmpvar_37;
  tmpvar_37 = (c_1.xyz + (tmpvar_2 * tmpvar_19.xyz));
  c_1.xyz = tmpvar_37;
  c_1.w = tmpvar_6;
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 normal_11;
  normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0)));
  normal_8 = normal_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  c_1.w = 0.0;
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp vec3 tmpvar_20;
  tmpvar_20 = normalize(xlv_TEXCOORD2);
  mediump vec4 tmpvar_21;
  mediump vec3 viewDir_22;
  viewDir_22 = tmpvar_20;
  mediump vec3 specColor_23;
  highp float nh_24;
  mat3 tmpvar_25;
  tmpvar_25[0].x = 0.816497;
  tmpvar_25[0].y = -0.408248;
  tmpvar_25[0].z = -0.408248;
  tmpvar_25[1].x = 0.0;
  tmpvar_25[1].y = 0.707107;
  tmpvar_25[1].z = -0.707107;
  tmpvar_25[2].x = 0.57735;
  tmpvar_25[2].y = 0.57735;
  tmpvar_25[2].z = 0.57735;
  mediump vec3 normal_26;
  normal_26 = tmpvar_3;
  mediump vec3 scalePerBasisVector_27;
  mediump vec3 lm_28;
  lowp vec3 tmpvar_29;
  tmpvar_29 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz);
  lm_28 = tmpvar_29;
  lowp vec3 tmpvar_30;
  tmpvar_30 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz);
  scalePerBasisVector_27 = tmpvar_30;
  lm_28 = (lm_28 * dot (clamp ((tmpvar_25 * normal_26), 0.0, 1.0), scalePerBasisVector_27));
  vec3 v_31;
  v_31.x = tmpvar_25[0].x;
  v_31.y = tmpvar_25[1].x;
  v_31.z = tmpvar_25[2].x;
  vec3 v_32;
  v_32.x = tmpvar_25[0].y;
  v_32.y = tmpvar_25[1].y;
  v_32.z = tmpvar_25[2].y;
  vec3 v_33;
  v_33.x = tmpvar_25[0].z;
  v_33.y = tmpvar_25[1].z;
  v_33.z = tmpvar_25[2].z;
  mediump float tmpvar_34;
  tmpvar_34 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_22))));
  nh_24 = tmpvar_34;
  highp float tmpvar_35;
  mediump float arg1_36;
  arg1_36 = (_Shininess * 128.0);
  tmpvar_35 = pow (nh_24, arg1_36);
  highp vec3 tmpvar_37;
  tmpvar_37 = (((lm_28 * _SpecColor.xyz) * tmpvar_5) * tmpvar_35);
  specColor_23 = tmpvar_37;
  highp vec4 tmpvar_38;
  tmpvar_38.xyz = lm_28;
  tmpvar_38.w = tmpvar_35;
  tmpvar_21 = tmpvar_38;
  c_1.xyz = specColor_23;
  mediump vec3 tmpvar_39;
  tmpvar_39 = (c_1.xyz + (tmpvar_2 * tmpvar_21.xyz));
  c_1.xyz = tmpvar_39;
  c_1.w = tmpvar_6;
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Matrix 8 [_World2Object]
Vector 13 [unity_Scale]
Vector 14 [unity_LightmapST]
Vector 15 [_MainTex_ST]
Vector 16 [_BumpMap_ST]
Vector 17 [_Emissive_ST]
"agal_vs
c18 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12
aaaaaaaaaaaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c18.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10
bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8
bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9
adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w
acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0
bcaaaaaaacaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v2.y, r0.xyzz, r1.xyzz
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v2.z, a1, r0.xyzz
bcaaaaaaacaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r0.xyzz, a5
adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy
abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16
adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15
abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw
adaaaaaaaaaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r0.xy, a3, c17
abaaaaaaabaaadaeaaaaaafeacaaaaaabbaaaaooabaaaaaa add v1.xy, r0.xyyy, c17.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14
abaaaaaaadaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v3.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 12 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 20 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
eefiecedejjeecdffpacfnncfcnddnpihjofgejnabaaaaaafmahaaaaaeaaaaaa
daaaaaaagiacaaaapeafaaaalmagaaaaebgpgodjdaacaaaadaacaaaaaaacpopp
niabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaahaa
aeaaabaaaaaaaaaaabaaaeaaabaaafaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa
acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja
bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia
adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka
acaaookaaeaaaaaeaaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeabaaadoa
adaaoejaaeaaoekaaeaaookaaeaaaaaeabaaamoaaeaabejaabaabekaabaaleka
abaaaaacaaaaahiaafaaoekaafaaaaadabaaahiaaaaaffiaalaaoekaaeaaaaae
aaaaaliaakaakekaaaaaaaiaabaakeiaaeaaaaaeaaaaahiaamaaoekaaaaakkia
aaaapeiaacaaaaadaaaaahiaaaaaoeiaanaaoekaaeaaaaaeaaaaahiaaaaaoeia
aoaappkaaaaaoejbaiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaacabaaahia
abaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjja
abaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadacaaacoa
abaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapia
aaaaffjaahaaoekaaeaaaaaeaaaaapiaagaaoekaaaaaaajaaaaaoeiaaeaaaaae
aaaaapiaaiaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaajaaoekaaaaappja
aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma
aaaaoeiappppaaaafdeieefcieadaaaaeaaaabaaobaaaaaafjaaaaaeegiocaaa
aaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaa
acaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa
fpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaa
aeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaa
gfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaaacaaaaaagfaaaaadhccabaaa
adaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa
egiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa
aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa
aiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa
adaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadcaaaaal
dccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaaogikcaaa
aaaaaaaaakaaaaaadcaaaaalmccabaaaacaaaaaaagbebaaaaeaaaaaaagiecaaa
aaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaahhcaabaaaaaaaaaaa
jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa
acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa
aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa
fgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa
abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa
abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa
abaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaa
abaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaa
abaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah
cccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa
adaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaa
egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa
apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo
ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo
jiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaa
abaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa
adaaaaaaacaaaaaaamadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 426
#line 443
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 430
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 434
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 438
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 426
#line 443
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 370
mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) {
    #line 372
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2))));
    #line 376
    mediump vec3 h = normalize((lightDir + viewDir));
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = pow( nh, (s.Specular * 128.0));
    specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec);
    #line 380
    return vec4( lm, spec);
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 445
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 447
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 451
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 455
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 459
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    mediump vec3 specColor;
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 463
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz;
    c.xyz += specColor;
    c.xyz += (o.Albedo * lm);
    #line 467
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Vector 15 [_WorldSpaceLightPos0]
Vector 16 [unity_SHAr]
Vector 17 [unity_SHAg]
Vector 18 [unity_SHAb]
Vector 19 [unity_SHBr]
Vector 20 [unity_SHBg]
Vector 21 [unity_SHBb]
Vector 22 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 23 [unity_Scale]
Vector 24 [_MainTex_ST]
Vector 25 [_BumpMap_ST]
Vector 26 [_Emissive_ST]
"vs_2_0
; 53 ALU
def c27, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r1.xyz, v2, c23.w
dp3 r2.w, r1, c5
dp3 r0.x, r1, c4
dp3 r0.z, r1, c6
mov r0.y, r2.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c27.x
dp4 r2.z, r0, c18
dp4 r2.y, r0, c17
dp4 r2.x, r0, c16
mul r0.y, r2.w, r2.w
dp4 r3.z, r1, c21
dp4 r3.y, r1, c20
dp4 r3.x, r1, c19
add r1.xyz, r2, r3
mad r0.x, r0, r0, -r0.y
mul r2.xyz, r0.x, c22
add oT4.xyz, r1, r2
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r3.xyz, r0, v1.w
mov r0, c10
dp4 r4.z, c15, r0
mov r0, c9
dp4 r4.y, c15, r0
mov r1.w, c27.x
mov r1.xyz, c12
dp4 r0.w, v0, c3
dp4 r0.z, v0, c2
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c23.w, -v0
mov r1, c8
dp4 r4.x, c15, r1
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c27.y
mul r1.y, r1, c13.x
dp3 oT2.y, r2, r3
dp3 oT3.y, r3, r4
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
dp3 oT3.z, v2, r4
dp3 oT3.x, v1, r4
mad oT5.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT5.zw, r0
mad oT0.zw, v3.xyxy, c25.xyxy, c25
mad oT0.xy, v3, c24, c24.zwzw
mad oT1.xy, v3, c26, c26.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 224 // 224 used size, 12 vars
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
Vector 208 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 47 instructions, 5 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  highp vec4 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  mat3 tmpvar_7;
  tmpvar_7[0] = _Object2World[0].xyz;
  tmpvar_7[1] = _Object2World[1].xyz;
  tmpvar_7[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_5 = tmpvar_11;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_14;
  mediump vec4 normal_15;
  normal_15 = tmpvar_13;
  highp float vC_16;
  mediump vec3 x3_17;
  mediump vec3 x2_18;
  mediump vec3 x1_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAr, normal_15);
  x1_19.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAg, normal_15);
  x1_19.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAb, normal_15);
  x1_19.z = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = (normal_15.xyzz * normal_15.yzzx);
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBr, tmpvar_23);
  x2_18.x = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBg, tmpvar_23);
  x2_18.y = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBb, tmpvar_23);
  x2_18.z = tmpvar_26;
  mediump float tmpvar_27;
  tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y));
  vC_16 = tmpvar_27;
  highp vec3 tmpvar_28;
  tmpvar_28 = (unity_SHC.xyz * vC_16);
  x3_17 = tmpvar_28;
  tmpvar_14 = ((x1_19 + x2_18) + x3_17);
  shlight_3 = tmpvar_14;
  tmpvar_6 = shlight_3;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_4;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = tmpvar_6;
  xlv_TEXCOORD5 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  lowp float tmpvar_18;
  mediump float lightShadowDataX_19;
  highp float dist_20;
  lowp float tmpvar_21;
  tmpvar_21 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD5).x;
  dist_20 = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = _LightShadowData.x;
  lightShadowDataX_19 = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = max (float((dist_20 > (xlv_TEXCOORD5.z / xlv_TEXCOORD5.w))), lightShadowDataX_19);
  tmpvar_18 = tmpvar_23;
  highp vec3 tmpvar_24;
  tmpvar_24 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_25;
  viewDir_25 = tmpvar_24;
  lowp vec4 c_26;
  highp float nh_27;
  lowp float tmpvar_28;
  tmpvar_28 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_29;
  tmpvar_29 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_25))));
  nh_27 = tmpvar_29;
  mediump float arg1_30;
  arg1_30 = (_Shininess * 128.0);
  highp float tmpvar_31;
  tmpvar_31 = (pow (nh_27, arg1_30) * tmpvar_5);
  highp vec3 tmpvar_32;
  tmpvar_32 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_28) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_31)) * (tmpvar_18 * 2.0));
  c_26.xyz = tmpvar_32;
  highp float tmpvar_33;
  tmpvar_33 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_31) * tmpvar_18));
  c_26.w = tmpvar_33;
  c_1.w = c_26.w;
  c_1.xyz = (c_26.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  highp vec4 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  mat3 tmpvar_8;
  tmpvar_8[0] = _Object2World[0].xyz;
  tmpvar_8[1] = _Object2World[1].xyz;
  tmpvar_8[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_9 = tmpvar_1.xyz;
  tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_11;
  tmpvar_11[0].x = tmpvar_9.x;
  tmpvar_11[0].y = tmpvar_10.x;
  tmpvar_11[0].z = tmpvar_2.x;
  tmpvar_11[1].x = tmpvar_9.y;
  tmpvar_11[1].y = tmpvar_10.y;
  tmpvar_11[1].z = tmpvar_2.y;
  tmpvar_11[2].x = tmpvar_9.z;
  tmpvar_11[2].y = tmpvar_10.z;
  tmpvar_11[2].z = tmpvar_2.z;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_5 = tmpvar_12;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_14;
  tmpvar_14.w = 1.0;
  tmpvar_14.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_15;
  mediump vec4 normal_16;
  normal_16 = tmpvar_14;
  highp float vC_17;
  mediump vec3 x3_18;
  mediump vec3 x2_19;
  mediump vec3 x1_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAr, normal_16);
  x1_20.x = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAg, normal_16);
  x1_20.y = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHAb, normal_16);
  x1_20.z = tmpvar_23;
  mediump vec4 tmpvar_24;
  tmpvar_24 = (normal_16.xyzz * normal_16.yzzx);
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBr, tmpvar_24);
  x2_19.x = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBg, tmpvar_24);
  x2_19.y = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = dot (unity_SHBb, tmpvar_24);
  x2_19.z = tmpvar_27;
  mediump float tmpvar_28;
  tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y));
  vC_17 = tmpvar_28;
  highp vec3 tmpvar_29;
  tmpvar_29 = (unity_SHC.xyz * vC_17);
  x3_18 = tmpvar_29;
  tmpvar_15 = ((x1_20 + x2_19) + x3_18);
  shlight_3 = tmpvar_15;
  tmpvar_6 = shlight_3;
  highp vec4 o_30;
  highp vec4 tmpvar_31;
  tmpvar_31 = (tmpvar_7 * 0.5);
  highp vec2 tmpvar_32;
  tmpvar_32.x = tmpvar_31.x;
  tmpvar_32.y = (tmpvar_31.y * _ProjectionParams.x);
  o_30.xy = (tmpvar_32 + tmpvar_31.w);
  o_30.zw = tmpvar_7.zw;
  gl_Position = tmpvar_7;
  xlv_TEXCOORD0 = tmpvar_4;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = tmpvar_6;
  xlv_TEXCOORD5 = o_30;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 normal_11;
  normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0)));
  normal_8 = normal_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD5);
  highp vec3 tmpvar_19;
  tmpvar_19 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_20;
  viewDir_20 = tmpvar_19;
  lowp vec4 c_21;
  highp float nh_22;
  lowp float tmpvar_23;
  tmpvar_23 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_24;
  tmpvar_24 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_20))));
  nh_22 = tmpvar_24;
  mediump float arg1_25;
  arg1_25 = (_Shininess * 128.0);
  highp float tmpvar_26;
  tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_5);
  highp vec3 tmpvar_27;
  tmpvar_27 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (tmpvar_18.x * 2.0));
  c_21.xyz = tmpvar_27;
  highp float tmpvar_28;
  tmpvar_28 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * tmpvar_18.x));
  c_21.w = tmpvar_28;
  c_1.w = c_21.w;
  c_1.xyz = (c_21.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [unity_NPOTScale]
Vector 24 [_MainTex_ST]
Vector 25 [_BumpMap_ST]
Vector 26 [_Emissive_ST]
"agal_vs
c27 1.0 0.5 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w
bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5
bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4
bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6
aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w
adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx
aaaaaaaaaaaaaiacblaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c27.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17
bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16
bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15
adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w
bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20
bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19
bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18
abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz
adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x
acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y
adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21
abaaaaaaaeaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v4.xyz, r1.xyzz, r2.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0
aaaaaaaaabaaaiacblaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c27.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaablaaaaffabaaaaaa mul r1.xyz, r0.xyww, c27.y
adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz
bcaaaaaaadaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v3.y, r3.xyzz, r4.xyzz
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v2.z, a1, r2.xyzz
bcaaaaaaacaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r2.xyzz, a5
bcaaaaaaadaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.z, a1, r4.xyzz
bcaaaaaaadaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.x, a5, r4.xyzz
adaaaaaaafaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v5.xy, r1.xyyy, c23
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaafaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v5.zw, r0.wwzw
adaaaaaaafaaamacadaaaaeeaaaaaaaabjaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c25.xyxy
abaaaaaaaaaaamaeafaaaaopacaaaaaabjaaaaoeabaaaaaa add v0.zw, r5.wwzw, c25
adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24
abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw
adaaaaaaafaaadacadaaaaoeaaaaaaaabkaaaaoeabaaaaaa mul r5.xy, a3, c26
abaaaaaaabaaadaeafaaaafeacaaaaaabkaaaaooabaaaaaa add v1.xy, r5.xyyy, c26.zwzw
aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 224 // 224 used size, 12 vars
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
Vector 208 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 47 instructions, 5 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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daaaaaaageaeaaaahaalaaaadiamaaaaebgpgodjcmaeaaaacmaeaaaaaaacpopp
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adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaabaaagaaaaaaaaaa
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mccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaamaaaaaakgiocaaa
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acaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa
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bdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaacaaaaaabaaaaaahcccabaaa
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egbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaaeaaaaaaegbcbaaa
acaaaaaaegacbaaaacaaaaaadiaaaaaihcaabaaaabaaaaaaegbcbaaaacaaaaaa
pgipcaaaadaaaaaabeaaaaaadiaaaaaihcaabaaaacaaaaaafgafbaaaabaaaaaa
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amaaaaaaagaabaaaabaaaaaaegaibaaaacaaaaaadcaaaaakhcaabaaaabaaaaaa
egiccaaaadaaaaaaaoaaaaaakgakbaaaabaaaaaaegadbaaaabaaaaaadgaaaaaf
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acaaaaaabcaaaaaaegaobaaaabaaaaaabbaaaaaiccaabaaaacaaaaaaegiocaaa
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biaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa
bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa
agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf
mccabaaaagaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaagaaaaaakgakbaaa
abaaaaaamgaabaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa
jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
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acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheomiaaaaaa
ahaaaaaaaiaaaaaalaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
lmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaalmaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaadamaaaalmaaaaaaacaaaaaaaaaaaaaaadaaaaaa
adaaaaaaahaiaaaalmaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa
lmaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaalmaaaaaaafaaaaaa
aaaaaaaaadaaaaaaagaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffied
epepfceeaaklklkl"
}

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 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 432
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    #line 437
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 441
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 445
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 449
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 453
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out lowp vec3 xlv_TEXCOORD4;
out highp vec4 xlv_TEXCOORD5;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec3(xl_retval.vlight);
    xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 432
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 410
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 414
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 418
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 455
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 457
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 461
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 465
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 469
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 473
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in lowp vec3 xlv_TEXCOORD4;
in highp vec4 xlv_TEXCOORD5;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN.vlight = vec3(xlv_TEXCOORD4);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD5);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Matrix 9 [_World2Object]
Vector 16 [unity_Scale]
Vector 17 [unity_LightmapST]
Vector 18 [_MainTex_ST]
Vector 19 [_BumpMap_ST]
Vector 20 [_Emissive_ST]
"!!ARBvp1.0
# 26 ALU
PARAM c[21] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..20] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[16].w, -vertex.position;
DP3 result.texcoord[2].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, R2, vertex.attrib[14];
ADD result.texcoord[4].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[4].zw, R0;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[20], c[20].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[17], c[17].zwzw;
END
# 26 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Matrix 8 [_World2Object]
Vector 15 [unity_Scale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
Vector 18 [_BumpMap_ST]
Vector 19 [_Emissive_ST]
"vs_2_0
; 27 ALU
def c20, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c12
mov r1.w, c20.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c15.w, -v0
dp3 oT2.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c20.y
mul r1.y, r1, c13.x
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
mad oT4.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT4.zw, r0
mad oT0.zw, v3.xyxy, c18.xyxy, c18
mad oT0.xy, v3, c17, c17.zwzw
mad oT1.xy, v3, c19, c19.zwzw
mad oT3.xy, v4, c16, c16.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 240 // 240 used size, 13 vars
Vector 176 [unity_LightmapST] 4
Vector 192 [_MainTex_ST] 4
Vector 208 [_BumpMap_ST] 4
Vector 224 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec3 normal_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  lowp vec3 tmpvar_9;
  tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_6 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0));
  rim_5 = tmpvar_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_12;
  tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_13;
  tmpvar_13 = color_7.xyz;
  tmpvar_2 = tmpvar_13;
  tmpvar_3 = tmpvar_12;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_4 = _Opacity;
  lowp float tmpvar_15;
  mediump float lightShadowDataX_16;
  highp float dist_17;
  lowp float tmpvar_18;
  tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_17 = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = _LightShadowData.x;
  lightShadowDataX_16 = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = max (float((dist_17 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_16);
  tmpvar_15 = tmpvar_20;
  c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz), vec3((tmpvar_15 * 2.0))));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_5;
  highp vec3 tmpvar_6;
  tmpvar_5 = tmpvar_1.xyz;
  tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_7;
  tmpvar_7[0].x = tmpvar_5.x;
  tmpvar_7[0].y = tmpvar_6.x;
  tmpvar_7[0].z = tmpvar_2.x;
  tmpvar_7[1].x = tmpvar_5.y;
  tmpvar_7[1].y = tmpvar_6.y;
  tmpvar_7[1].z = tmpvar_2.y;
  tmpvar_7[2].x = tmpvar_5.z;
  tmpvar_7[2].y = tmpvar_6.z;
  tmpvar_7[2].z = tmpvar_2.z;
  highp vec4 tmpvar_8;
  tmpvar_8.w = 1.0;
  tmpvar_8.xyz = _WorldSpaceCameraPos;
  highp vec4 o_9;
  highp vec4 tmpvar_10;
  tmpvar_10 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_11;
  tmpvar_11.x = tmpvar_10.x;
  tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x);
  o_9.xy = (tmpvar_11 + tmpvar_10.w);
  o_9.zw = tmpvar_4.zw;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = o_9;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec3 normal_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  lowp vec3 normal_9;
  normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0)));
  normal_6 = normal_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0));
  rim_5 = tmpvar_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_12;
  tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_13;
  tmpvar_13 = color_7.xyz;
  tmpvar_2 = tmpvar_13;
  tmpvar_3 = tmpvar_12;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_4 = _Opacity;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4);
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec3 tmpvar_17;
  tmpvar_17 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz);
  c_1.xyz = (tmpvar_2 * max (min (tmpvar_17, ((tmpvar_15.x * 2.0) * tmpvar_16.xyz)), (tmpvar_17 * tmpvar_15.x)));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Matrix 8 [_World2Object]
Vector 14 [unity_Scale]
Vector 15 [unity_NPOTScale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
Vector 18 [_BumpMap_ST]
Vector 19 [_Emissive_ST]
"agal_vs
c20 1.0 0.5 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
aaaaaaaaabaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c20.x
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w
acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0
bcaaaaaaacaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v2.y, r1.xyzz, r0.xyzz
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v2.z, a1, r1.xyzz
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaacaaahacaaaaaapeacaaaaaabeaaaaffabaaaaaa mul r2.xyz, r0.xyww, c20.y
bcaaaaaaacaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r1.xyzz, a5
adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x
aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x
abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z
adaaaaaaaeaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c15
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy
abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18
adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17
abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw
adaaaaaaadaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r3.xy, a3, c19
abaaaaaaabaaadaeadaaaafeacaaaaaabdaaaaooabaaaaaa add v1.xy, r3.xyyy, c19.zwzw
adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16
abaaaaaaadaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v3.xy, r3.xyyy, c16.zwzw
aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 240 // 240 used size, 13 vars
Vector 176 [unity_LightmapST] 4
Vector 192 [_MainTex_ST] 4
Vector 208 [_BumpMap_ST] 4
Vector 224 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 435
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 439
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 443
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 447
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 451
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 435
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 410
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 414
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 418
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 454
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 456
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 460
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 464
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 468
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    #line 472
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Matrix 9 [_World2Object]
Vector 16 [unity_Scale]
Vector 17 [unity_LightmapST]
Vector 18 [_MainTex_ST]
Vector 19 [_BumpMap_ST]
Vector 20 [_Emissive_ST]
"!!ARBvp1.0
# 26 ALU
PARAM c[21] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..20] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[16].w, -vertex.position;
DP3 result.texcoord[2].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, R2, vertex.attrib[14];
ADD result.texcoord[4].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[4].zw, R0;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[20], c[20].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[17], c[17].zwzw;
END
# 26 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Matrix 8 [_World2Object]
Vector 15 [unity_Scale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
Vector 18 [_BumpMap_ST]
Vector 19 [_Emissive_ST]
"vs_2_0
; 27 ALU
def c20, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c12
mov r1.w, c20.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c15.w, -v0
dp3 oT2.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c20.y
mul r1.y, r1, c13.x
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
mad oT4.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT4.zw, r0
mad oT0.zw, v3.xyxy, c18.xyxy, c18
mad oT0.xy, v3, c17, c17.zwzw
mad oT1.xy, v3, c19, c19.zwzw
mad oT3.xy, v4, c16, c16.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 240 // 240 used size, 13 vars
Vector 176 [unity_LightmapST] 4
Vector 192 [_MainTex_ST] 4
Vector 208 [_BumpMap_ST] 4
Vector 224 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedgcngaojmaamhomabcnoodceahmpacbmoabaaaaaanaafaaaaadaaaaaa
cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaa
amadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaakeaaaaaa
aeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklfdeieefcbmaeaaaaeaaaabaaahabaaaafjaaaaae
egiocaaaaaaaaaaaapaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae
egiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa
abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaad
dcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaa
abaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaaacaaaaaagfaaaaad
hccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa
adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa
aaaaaaaaamaaaaaaogikcaaaaaaaaaaaamaaaaaadcaaaaalmccabaaaabaaaaaa
agbebaaaadaaaaaaagiecaaaaaaaaaaaanaaaaaakgiocaaaaaaaaaaaanaaaaaa
dcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaaoaaaaaa
ogikcaaaaaaaaaaaaoaaaaaadcaaaaalmccabaaaacaaaaaaagbebaaaaeaaaaaa
agiecaaaaaaaaaaaalaaaaaakgiocaaaaaaaaaaaalaaaaaadiaaaaahhcaabaaa
abaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaa
jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaah
hcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa
acaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal
hcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa
egacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaa
kgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaa
egacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaa
egacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa
baaaaaahcccabaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah
bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaa
adaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa
bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa
agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf
mccabaaaaeaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaa
abaaaaaamgaabaaaabaaaaaadoaaaaab"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _SpecColor;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  lowp float tmpvar_18;
  mediump float lightShadowDataX_19;
  highp float dist_20;
  lowp float tmpvar_21;
  tmpvar_21 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_20 = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = _LightShadowData.x;
  lightShadowDataX_19 = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = max (float((dist_20 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_19);
  tmpvar_18 = tmpvar_23;
  c_1.w = 0.0;
  highp vec3 tmpvar_24;
  tmpvar_24 = normalize(xlv_TEXCOORD2);
  mediump vec4 tmpvar_25;
  mediump vec3 viewDir_26;
  viewDir_26 = tmpvar_24;
  mediump vec3 specColor_27;
  highp float nh_28;
  mat3 tmpvar_29;
  tmpvar_29[0].x = 0.816497;
  tmpvar_29[0].y = -0.408248;
  tmpvar_29[0].z = -0.408248;
  tmpvar_29[1].x = 0.0;
  tmpvar_29[1].y = 0.707107;
  tmpvar_29[1].z = -0.707107;
  tmpvar_29[2].x = 0.57735;
  tmpvar_29[2].y = 0.57735;
  tmpvar_29[2].z = 0.57735;
  mediump vec3 normal_30;
  normal_30 = tmpvar_3;
  mediump vec3 scalePerBasisVector_31;
  mediump vec3 lm_32;
  lowp vec3 tmpvar_33;
  tmpvar_33 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_32 = tmpvar_33;
  lowp vec3 tmpvar_34;
  tmpvar_34 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_31 = tmpvar_34;
  lm_32 = (lm_32 * dot (clamp ((tmpvar_29 * normal_30), 0.0, 1.0), scalePerBasisVector_31));
  vec3 v_35;
  v_35.x = tmpvar_29[0].x;
  v_35.y = tmpvar_29[1].x;
  v_35.z = tmpvar_29[2].x;
  vec3 v_36;
  v_36.x = tmpvar_29[0].y;
  v_36.y = tmpvar_29[1].y;
  v_36.z = tmpvar_29[2].y;
  vec3 v_37;
  v_37.x = tmpvar_29[0].z;
  v_37.y = tmpvar_29[1].z;
  v_37.z = tmpvar_29[2].z;
  mediump float tmpvar_38;
  tmpvar_38 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_31.x * v_35) + (scalePerBasisVector_31.y * v_36)) + (scalePerBasisVector_31.z * v_37))) + viewDir_26))));
  nh_28 = tmpvar_38;
  highp float tmpvar_39;
  mediump float arg1_40;
  arg1_40 = (_Shininess * 128.0);
  tmpvar_39 = pow (nh_28, arg1_40);
  highp vec3 tmpvar_41;
  tmpvar_41 = (((lm_32 * _SpecColor.xyz) * tmpvar_5) * tmpvar_39);
  specColor_27 = tmpvar_41;
  highp vec4 tmpvar_42;
  tmpvar_42.xyz = lm_32;
  tmpvar_42.w = tmpvar_39;
  tmpvar_25 = tmpvar_42;
  c_1.xyz = specColor_27;
  lowp vec3 tmpvar_43;
  tmpvar_43 = vec3((tmpvar_18 * 2.0));
  mediump vec3 tmpvar_44;
  tmpvar_44 = (c_1.xyz + (tmpvar_2 * min (tmpvar_25.xyz, tmpvar_43)));
  c_1.xyz = tmpvar_44;
  c_1.w = tmpvar_6;
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_5;
  highp vec3 tmpvar_6;
  tmpvar_5 = tmpvar_1.xyz;
  tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_7;
  tmpvar_7[0].x = tmpvar_5.x;
  tmpvar_7[0].y = tmpvar_6.x;
  tmpvar_7[0].z = tmpvar_2.x;
  tmpvar_7[1].x = tmpvar_5.y;
  tmpvar_7[1].y = tmpvar_6.y;
  tmpvar_7[1].z = tmpvar_2.y;
  tmpvar_7[2].x = tmpvar_5.z;
  tmpvar_7[2].y = tmpvar_6.z;
  tmpvar_7[2].z = tmpvar_2.z;
  highp vec4 tmpvar_8;
  tmpvar_8.w = 1.0;
  tmpvar_8.xyz = _WorldSpaceCameraPos;
  highp vec4 o_9;
  highp vec4 tmpvar_10;
  tmpvar_10 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_11;
  tmpvar_11.x = tmpvar_10.x;
  tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x);
  o_9.xy = (tmpvar_11 + tmpvar_10.w);
  o_9.zw = tmpvar_4.zw;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = o_9;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 normal_11;
  normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0)));
  normal_8 = normal_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4);
  c_1.w = 0.0;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD2);
  mediump vec4 tmpvar_22;
  mediump vec3 viewDir_23;
  viewDir_23 = tmpvar_21;
  mediump vec3 specColor_24;
  highp float nh_25;
  mat3 tmpvar_26;
  tmpvar_26[0].x = 0.816497;
  tmpvar_26[0].y = -0.408248;
  tmpvar_26[0].z = -0.408248;
  tmpvar_26[1].x = 0.0;
  tmpvar_26[1].y = 0.707107;
  tmpvar_26[1].z = -0.707107;
  tmpvar_26[2].x = 0.57735;
  tmpvar_26[2].y = 0.57735;
  tmpvar_26[2].z = 0.57735;
  mediump vec3 normal_27;
  normal_27 = tmpvar_3;
  mediump vec3 scalePerBasisVector_28;
  mediump vec3 lm_29;
  lowp vec3 tmpvar_30;
  tmpvar_30 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz);
  lm_29 = tmpvar_30;
  lowp vec3 tmpvar_31;
  tmpvar_31 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz);
  scalePerBasisVector_28 = tmpvar_31;
  lm_29 = (lm_29 * dot (clamp ((tmpvar_26 * normal_27), 0.0, 1.0), scalePerBasisVector_28));
  vec3 v_32;
  v_32.x = tmpvar_26[0].x;
  v_32.y = tmpvar_26[1].x;
  v_32.z = tmpvar_26[2].x;
  vec3 v_33;
  v_33.x = tmpvar_26[0].y;
  v_33.y = tmpvar_26[1].y;
  v_33.z = tmpvar_26[2].y;
  vec3 v_34;
  v_34.x = tmpvar_26[0].z;
  v_34.y = tmpvar_26[1].z;
  v_34.z = tmpvar_26[2].z;
  mediump float tmpvar_35;
  tmpvar_35 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_28.x * v_32) + (scalePerBasisVector_28.y * v_33)) + (scalePerBasisVector_28.z * v_34))) + viewDir_23))));
  nh_25 = tmpvar_35;
  highp float tmpvar_36;
  mediump float arg1_37;
  arg1_37 = (_Shininess * 128.0);
  tmpvar_36 = pow (nh_25, arg1_37);
  highp vec3 tmpvar_38;
  tmpvar_38 = (((lm_29 * _SpecColor.xyz) * tmpvar_5) * tmpvar_36);
  specColor_24 = tmpvar_38;
  highp vec4 tmpvar_39;
  tmpvar_39.xyz = lm_29;
  tmpvar_39.w = tmpvar_36;
  tmpvar_22 = tmpvar_39;
  c_1.xyz = specColor_24;
  lowp vec3 arg1_40;
  arg1_40 = ((tmpvar_18.x * 2.0) * tmpvar_19.xyz);
  mediump vec3 tmpvar_41;
  tmpvar_41 = (c_1.xyz + (tmpvar_2 * max (min (tmpvar_22.xyz, arg1_40), (tmpvar_22.xyz * tmpvar_18.x))));
  c_1.xyz = tmpvar_41;
  c_1.w = tmpvar_6;
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Matrix 8 [_World2Object]
Vector 14 [unity_Scale]
Vector 15 [unity_NPOTScale]
Vector 16 [unity_LightmapST]
Vector 17 [_MainTex_ST]
Vector 18 [_BumpMap_ST]
Vector 19 [_Emissive_ST]
"agal_vs
c20 1.0 0.5 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
aaaaaaaaabaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c20.x
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w
acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0
bcaaaaaaacaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v2.y, r1.xyzz, r0.xyzz
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v2.z, a1, r1.xyzz
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaacaaahacaaaaaapeacaaaaaabeaaaaffabaaaaaa mul r2.xyz, r0.xyww, c20.y
bcaaaaaaacaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r1.xyzz, a5
adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x
aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x
abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z
adaaaaaaaeaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c15
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy
abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18
adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17
abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw
adaaaaaaadaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r3.xy, a3, c19
abaaaaaaabaaadaeadaaaafeacaaaaaabdaaaaooabaaaaaa add v1.xy, r3.xyyy, c19.zwzw
adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16
abaaaaaaadaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v3.xy, r3.xyyy, c16.zwzw
aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 240 // 240 used size, 13 vars
Vector 176 [unity_LightmapST] 4
Vector 192 [_MainTex_ST] 4
Vector 208 [_BumpMap_ST] 4
Vector 224 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 435
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 455
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 439
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 443
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 447
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 451
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 435
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 455
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 370
mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) {
    #line 372
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2))));
    #line 376
    mediump vec3 h = normalize((lightDir + viewDir));
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = pow( nh, (s.Specular * 128.0));
    specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec);
    #line 380
    return vec4( lm, spec);
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 410
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 414
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 418
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 455
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 459
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 463
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 467
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 471
    mediump vec3 specColor;
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz;
    #line 475
    c.xyz += specColor;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 479
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_4LightPosX0]
Vector 16 [unity_4LightPosY0]
Vector 17 [unity_4LightPosZ0]
Vector 18 [unity_4LightAtten0]
Vector 19 [unity_LightColor0]
Vector 20 [unity_LightColor1]
Vector 21 [unity_LightColor2]
Vector 22 [unity_LightColor3]
Vector 23 [unity_SHAr]
Vector 24 [unity_SHAg]
Vector 25 [unity_SHAb]
Vector 26 [unity_SHBr]
Vector 27 [unity_SHBg]
Vector 28 [unity_SHBb]
Vector 29 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 30 [unity_Scale]
Vector 31 [_MainTex_ST]
Vector 32 [_BumpMap_ST]
Vector 33 [_Emissive_ST]
"!!ARBvp1.0
# 76 ALU
PARAM c[34] = { { 1, 0 },
		state.matrix.mvp,
		program.local[5..33] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
MUL R3.xyz, vertex.normal, c[30].w;
DP4 R0.x, vertex.position, c[6];
ADD R1, -R0.x, c[16];
DP3 R3.w, R3, c[6];
DP3 R4.x, R3, c[5];
DP3 R3.x, R3, c[7];
MUL R2, R3.w, R1;
DP4 R0.x, vertex.position, c[5];
ADD R0, -R0.x, c[15];
MUL R1, R1, R1;
MOV R4.z, R3.x;
MAD R2, R4.x, R0, R2;
MOV R4.w, c[0].x;
DP4 R4.y, vertex.position, c[7];
MAD R1, R0, R0, R1;
ADD R0, -R4.y, c[17];
MAD R1, R0, R0, R1;
MAD R0, R3.x, R0, R2;
MUL R2, R1, c[18];
MOV R4.y, R3.w;
RSQ R1.x, R1.x;
RSQ R1.y, R1.y;
RSQ R1.w, R1.w;
RSQ R1.z, R1.z;
MUL R0, R0, R1;
ADD R1, R2, c[0].x;
RCP R1.x, R1.x;
RCP R1.y, R1.y;
RCP R1.w, R1.w;
RCP R1.z, R1.z;
MAX R0, R0, c[0].y;
MUL R0, R0, R1;
MUL R1.xyz, R0.y, c[20];
MAD R1.xyz, R0.x, c[19], R1;
MAD R0.xyz, R0.z, c[21], R1;
MAD R1.xyz, R0.w, c[22], R0;
MUL R0, R4.xyzz, R4.yzzx;
DP4 R3.z, R0, c[28];
DP4 R3.y, R0, c[27];
DP4 R3.x, R0, c[26];
MUL R1.w, R3, R3;
MAD R0.x, R4, R4, -R1.w;
MOV R0.w, c[0].x;
DP4 R2.z, R4, c[25];
DP4 R2.y, R4, c[24];
DP4 R2.x, R4, c[23];
ADD R2.xyz, R2, R3;
MUL R3.xyz, R0.x, c[29];
ADD R3.xyz, R2, R3;
MOV R0.xyz, vertex.attrib[14];
MUL R2.xyz, vertex.normal.zxyw, R0.yzxw;
ADD result.texcoord[4].xyz, R3, R1;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2;
MOV R0.xyz, c[13];
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[30].w, -vertex.position;
MUL R2.xyz, R1, vertex.attrib[14].w;
MOV R1, c[14];
DP4 R3.z, R1, c[11];
DP4 R3.x, R1, c[9];
DP4 R3.y, R1, c[10];
DP3 result.texcoord[2].y, R0, R2;
DP3 result.texcoord[3].y, R2, R3;
DP3 result.texcoord[2].z, vertex.normal, R0;
DP3 result.texcoord[2].x, R0, vertex.attrib[14];
DP3 result.texcoord[3].z, vertex.normal, R3;
DP3 result.texcoord[3].x, vertex.attrib[14], R3;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[32].xyxy, c[32];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[33], c[33].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 76 instructions, 5 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 11 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 66 instructions, 6 temp regs, 0 temp arrays:
// ALU 36 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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akaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaadcaaaaakhcaabaaaabaaaaaa
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fgafbaiaebaaaaaaacaaaaaaegiocaaaacaaaaaaadaaaaaadiaaaaahpcaabaaa
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egaobaaaadaaaaaaegaobaaaadaaaaaaaaaaaaajpcaabaaaafaaaaaaagaabaia
ebaaaaaaacaaaaaaegiocaaaacaaaaaaacaaaaaaaaaaaaajpcaabaaaacaaaaaa
kgakbaiaebaaaaaaacaaaaaaegiocaaaacaaaaaaaeaaaaaadcaaaaajpcaabaaa
aeaaaaaaegaobaaaafaaaaaaagaabaaaaaaaaaaaegaobaaaaeaaaaaadcaaaaaj
pcaabaaaaaaaaaaaegaobaaaacaaaaaakgakbaaaaaaaaaaaegaobaaaaeaaaaaa
dcaaaaajpcaabaaaadaaaaaaegaobaaaafaaaaaaegaobaaaafaaaaaaegaobaaa
adaaaaaadcaaaaajpcaabaaaacaaaaaaegaobaaaacaaaaaaegaobaaaacaaaaaa
egaobaaaadaaaaaaeeaaaaafpcaabaaaadaaaaaaegaobaaaacaaaaaadcaaaaan
pcaabaaaacaaaaaaegaobaaaacaaaaaaegiocaaaacaaaaaaafaaaaaaaceaaaaa
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aaaaiadpaaaaiadpaaaaiadpaaaaiadpegaobaaaacaaaaaadiaaaaahpcaabaaa
aaaaaaaaegaobaaaaaaaaaaaegaobaaaadaaaaaadeaaaaakpcaabaaaaaaaaaaa
egaobaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaadiaaaaah
pcaabaaaaaaaaaaaegaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa
acaaaaaafgafbaaaaaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaa
acaaaaaaegiccaaaacaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaaaaaaaaa
egacbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaajaaaaaa
pgapbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaahhccabaaaafaaaaaaegacbaaa
aaaaaaaaegacbaaaabaaaaaadoaaaaab"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_18;
  lowp vec4 c_20;
  highp float nh_21;
  lowp float tmpvar_22;
  tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_23;
  tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_19))));
  nh_21 = tmpvar_23;
  mediump float arg1_24;
  arg1_24 = (_Shininess * 128.0);
  highp float tmpvar_25;
  tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5);
  highp vec3 tmpvar_26;
  tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * 2.0);
  c_20.xyz = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_25));
  c_20.w = tmpvar_27;
  c_1.w = c_20.w;
  c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 normal_11;
  normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0)));
  normal_8 = normal_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_18;
  lowp vec4 c_20;
  highp float nh_21;
  lowp float tmpvar_22;
  tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_23;
  tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_19))));
  nh_21 = tmpvar_23;
  mediump float arg1_24;
  arg1_24 = (_Shininess * 128.0);
  highp float tmpvar_25;
  tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5);
  highp vec3 tmpvar_26;
  tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * 2.0);
  c_20.xyz = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_25));
  c_20.w = tmpvar_27;
  c_1.w = c_20.w;
  c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_WorldSpaceLightPos0]
Vector 14 [unity_4LightPosX0]
Vector 15 [unity_4LightPosY0]
Vector 16 [unity_4LightPosZ0]
Vector 17 [unity_4LightAtten0]
Vector 18 [unity_LightColor0]
Vector 19 [unity_LightColor1]
Vector 20 [unity_LightColor2]
Vector 21 [unity_LightColor3]
Vector 22 [unity_SHAr]
Vector 23 [unity_SHAg]
Vector 24 [unity_SHAb]
Vector 25 [unity_SHBr]
Vector 26 [unity_SHBg]
Vector 27 [unity_SHBb]
Vector 28 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 29 [unity_Scale]
Vector 30 [_MainTex_ST]
Vector 31 [_BumpMap_ST]
Vector 32 [_Emissive_ST]
"agal_vs
c33 1.0 0.0 0.0 0.0
[bc]
adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5
bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x
abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15
bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5
bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4
bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6
adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x
abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14
adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1
aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x
adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0
abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2
aaaaaaaaaeaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c33.x
bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y
abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0
abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2
adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17
aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y
akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w
akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
abaaaaaaabaaapacacaaaaoeacaaaaaacbaaaaaaabaaaaaa add r1, r2, c33.x
bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24
bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23
bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22
afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x
afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y
afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w
afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z
ahaaaaaaaaaaapacaaaaaaoeacaaaaaacbaaaaffabaaaaaa max r0, r0, c33.y
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19
adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18
abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21
abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz
adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx
adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w
bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27
bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26
bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25
adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x
acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w
adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28
abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz
abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz
abaaaaaaaeaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v4.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
aaaaaaaaabaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c33.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1
bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz
bcaaaaaaadaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v3.y, r3.xyzz, r4.xyzz
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v2.z, a1, r2.xyzz
bcaaaaaaacaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r2.xyzz, a5
bcaaaaaaadaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.z, a1, r4.xyzz
bcaaaaaaadaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.x, a5, r4.xyzz
adaaaaaaafaaamacadaaaaeeaaaaaaaabpaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c31.xyxy
abaaaaaaaaaaamaeafaaaaopacaaaaaabpaaaaoeabaaaaaa add v0.zw, r5.wwzw, c31
adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30
abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw
adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32
abaaaaaaabaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v1.xy, r5.xyyy, c32.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 11 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 66 instructions, 6 temp regs, 0 temp arrays:
// ALU 36 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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daaaaaaabaagaaaaneapaaaajmbaaaaaebgpgodjniafaaaaniafaaaaaaacpopp
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adaaabaaaaaaaaaaabaaaeaaabaaaeaaaaaaaaaaacaaaaaaabaaafaaaaaaaaaa
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egbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaa
diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak
hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa
aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa
diaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaa
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dcaaaaakhcaabaaaacaaaaaaegiccaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaa
egacbaaaacaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaaadaaaaaaaoaaaaaa
kgbkbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaa
adaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaaacaaaaaaaaaaaaajpcaabaaa
adaaaaaafgafbaiaebaaaaaaacaaaaaaegiocaaaacaaaaaaadaaaaaadiaaaaah
pcaabaaaaeaaaaaafgafbaaaaaaaaaaaegaobaaaadaaaaaadiaaaaahpcaabaaa
adaaaaaaegaobaaaadaaaaaaegaobaaaadaaaaaaaaaaaaajpcaabaaaafaaaaaa
agaabaiaebaaaaaaacaaaaaaegiocaaaacaaaaaaacaaaaaaaaaaaaajpcaabaaa
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pcaabaaaaeaaaaaaegaobaaaafaaaaaaagaabaaaaaaaaaaaegaobaaaaeaaaaaa
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aeaaaaaadcaaaaajpcaabaaaadaaaaaaegaobaaaafaaaaaaegaobaaaafaaaaaa
egaobaaaadaaaaaadcaaaaajpcaabaaaacaaaaaaegaobaaaacaaaaaaegaobaaa
acaaaaaaegaobaaaadaaaaaaeeaaaaafpcaabaaaadaaaaaaegaobaaaacaaaaaa
dcaaaaanpcaabaaaacaaaaaaegaobaaaacaaaaaaegiocaaaacaaaaaaafaaaaaa
aceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadpaoaaaaakpcaabaaaacaaaaaa
aceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadpegaobaaaacaaaaaadiaaaaah
pcaabaaaaaaaaaaaegaobaaaaaaaaaaaegaobaaaadaaaaaadeaaaaakpcaabaaa
aaaaaaaaegaobaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
diaaaaahpcaabaaaaaaaaaaaegaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaai
hcaabaaaacaaaaaafgafbaaaaaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaak
hcaabaaaacaaaaaaegiccaaaacaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaa
acaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaa
aaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaa
ajaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaahhccabaaaafaaaaaa
egacbaaaaaaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa
apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo
ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo
laaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaa
abaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaakeaaaaaaacaaaaaaaaaaaaaa
adaaaaaaadaaaaaaahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa
ahaiaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 432
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 436
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 440
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    #line 445
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out lowp vec3 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 447
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 449
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 453
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 457
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 461
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 465
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in lowp vec3 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN.vlight = vec3(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [_WorldSpaceLightPos0]
Vector 16 [unity_4LightPosX0]
Vector 17 [unity_4LightPosY0]
Vector 18 [unity_4LightPosZ0]
Vector 19 [unity_4LightAtten0]
Vector 20 [unity_LightColor0]
Vector 21 [unity_LightColor1]
Vector 22 [unity_LightColor2]
Vector 23 [unity_LightColor3]
Vector 24 [unity_SHAr]
Vector 25 [unity_SHAg]
Vector 26 [unity_SHAb]
Vector 27 [unity_SHBr]
Vector 28 [unity_SHBg]
Vector 29 [unity_SHBb]
Vector 30 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 31 [unity_Scale]
Vector 32 [_MainTex_ST]
Vector 33 [_BumpMap_ST]
Vector 34 [_Emissive_ST]
"!!ARBvp1.0
# 81 ALU
PARAM c[35] = { { 1, 0, 0.5 },
		state.matrix.mvp,
		program.local[5..34] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
MUL R3.xyz, vertex.normal, c[31].w;
DP4 R0.x, vertex.position, c[6];
ADD R1, -R0.x, c[17];
DP3 R3.w, R3, c[6];
DP3 R4.x, R3, c[5];
DP3 R3.x, R3, c[7];
MUL R2, R3.w, R1;
DP4 R0.x, vertex.position, c[5];
ADD R0, -R0.x, c[16];
MUL R1, R1, R1;
MOV R4.z, R3.x;
MAD R2, R4.x, R0, R2;
MOV R4.w, c[0].x;
DP4 R4.y, vertex.position, c[7];
MAD R1, R0, R0, R1;
ADD R0, -R4.y, c[18];
MAD R1, R0, R0, R1;
MAD R0, R3.x, R0, R2;
MUL R2, R1, c[19];
MOV R4.y, R3.w;
RSQ R1.x, R1.x;
RSQ R1.y, R1.y;
RSQ R1.w, R1.w;
RSQ R1.z, R1.z;
MUL R0, R0, R1;
ADD R1, R2, c[0].x;
RCP R1.x, R1.x;
RCP R1.y, R1.y;
RCP R1.w, R1.w;
RCP R1.z, R1.z;
MAX R0, R0, c[0].y;
MUL R0, R0, R1;
MUL R1.xyz, R0.y, c[21];
MAD R1.xyz, R0.x, c[20], R1;
MAD R0.xyz, R0.z, c[22], R1;
MAD R1.xyz, R0.w, c[23], R0;
MUL R0, R4.xyzz, R4.yzzx;
DP4 R3.z, R0, c[29];
DP4 R3.y, R0, c[28];
DP4 R3.x, R0, c[27];
MUL R1.w, R3, R3;
MOV R0.w, c[0].x;
MAD R0.x, R4, R4, -R1.w;
DP4 R2.z, R4, c[26];
DP4 R2.y, R4, c[25];
DP4 R2.x, R4, c[24];
ADD R2.xyz, R2, R3;
MUL R3.xyz, R0.x, c[30];
ADD R3.xyz, R2, R3;
MOV R0.xyz, vertex.attrib[14];
MUL R2.xyz, vertex.normal.zxyw, R0.yzxw;
ADD result.texcoord[4].xyz, R3, R1;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2;
MOV R0.xyz, c[13];
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[31].w, -vertex.position;
MUL R2.xyz, R1, vertex.attrib[14].w;
MOV R1, c[15];
DP4 R3.z, R1, c[11];
DP4 R3.x, R1, c[9];
DP4 R3.y, R1, c[10];
DP3 result.texcoord[2].y, R0, R2;
DP3 result.texcoord[2].z, vertex.normal, R0;
DP3 result.texcoord[2].x, R0, vertex.attrib[14];
DP4 R0.w, vertex.position, c[4];
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].z;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[3].y, R2, R3;
DP3 result.texcoord[3].z, vertex.normal, R3;
DP3 result.texcoord[3].x, vertex.attrib[14], R3;
ADD result.texcoord[5].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[5].zw, R0;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[33].xyxy, c[33];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[34], c[34].zwzw;
END
# 81 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Vector 15 [_WorldSpaceLightPos0]
Vector 16 [unity_4LightPosX0]
Vector 17 [unity_4LightPosY0]
Vector 18 [unity_4LightPosZ0]
Vector 19 [unity_4LightAtten0]
Vector 20 [unity_LightColor0]
Vector 21 [unity_LightColor1]
Vector 22 [unity_LightColor2]
Vector 23 [unity_LightColor3]
Vector 24 [unity_SHAr]
Vector 25 [unity_SHAg]
Vector 26 [unity_SHAb]
Vector 27 [unity_SHBr]
Vector 28 [unity_SHBg]
Vector 29 [unity_SHBb]
Vector 30 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 31 [unity_Scale]
Vector 32 [_MainTex_ST]
Vector 33 [_BumpMap_ST]
Vector 34 [_Emissive_ST]
"vs_2_0
; 84 ALU
def c35, 1.00000000, 0.00000000, 0.50000000, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r3.xyz, v2, c31.w
dp4 r0.x, v0, c5
add r1, -r0.x, c17
dp3 r3.w, r3, c5
dp3 r4.x, r3, c4
dp3 r3.x, r3, c6
mul r2, r3.w, r1
dp4 r0.x, v0, c4
add r0, -r0.x, c16
mul r1, r1, r1
mov r4.z, r3.x
mad r2, r4.x, r0, r2
mov r4.w, c35.x
dp4 r4.y, v0, c6
mad r1, r0, r0, r1
add r0, -r4.y, c18
mad r1, r0, r0, r1
mad r0, r3.x, r0, r2
mul r2, r1, c19
mov r4.y, r3.w
rsq r1.x, r1.x
rsq r1.y, r1.y
rsq r1.w, r1.w
rsq r1.z, r1.z
mul r0, r0, r1
add r1, r2, c35.x
dp4 r2.z, r4, c26
dp4 r2.y, r4, c25
dp4 r2.x, r4, c24
rcp r1.x, r1.x
rcp r1.y, r1.y
rcp r1.w, r1.w
rcp r1.z, r1.z
max r0, r0, c35.y
mul r0, r0, r1
mul r1.xyz, r0.y, c21
mad r1.xyz, r0.x, c20, r1
mad r0.xyz, r0.z, c22, r1
mad r1.xyz, r0.w, c23, r0
mul r0, r4.xyzz, r4.yzzx
mul r1.w, r3, r3
dp4 r3.z, r0, c29
dp4 r3.y, r0, c28
dp4 r3.x, r0, c27
mad r1.w, r4.x, r4.x, -r1
mul r0.xyz, r1.w, c30
add r2.xyz, r2, r3
add r2.xyz, r2, r0
add oT4.xyz, r2, r1
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r3.xyz, r0, v1.w
mov r0, c10
dp4 r4.z, c15, r0
mov r0, c9
dp4 r4.y, c15, r0
mov r1.w, c35.x
mov r1.xyz, c12
dp4 r0.w, v0, c3
dp4 r0.z, v0, c2
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c31.w, -v0
mov r1, c8
dp4 r4.x, c15, r1
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c35.z
mul r1.y, r1, c13.x
dp3 oT2.y, r2, r3
dp3 oT3.y, r3, r4
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
dp3 oT3.z, v2, r4
dp3 oT3.x, v1, r4
mad oT5.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT5.zw, r0
mad oT0.zw, v3.xyxy, c33.xyxy, c33
mad oT0.xy, v3, c32, c32.zwzw
mad oT1.xy, v3, c34, c34.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 224 // 224 used size, 12 vars
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
Vector 208 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 71 instructions, 7 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedndefoojeegbigmemocmiemebpdjkknigabaaaaaacaamaaaaadaaaaaa
cmaaaaaapeaaaaaameabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheomiaaaaaaahaaaaaa
aiaaaaaalaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaalmaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaalmaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaadamaaaalmaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaiaaaalmaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaalmaaaaaa
aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaalmaaaaaaafaaaaaaaaaaaaaa
adaaaaaaagaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklfdeieefcfeakaaaaeaaaabaajfacaaaafjaaaaaeegiocaaaaaaaaaaa
aoaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaaeegiocaaaacaaaaaa
bjaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa
fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa
adaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaa
gfaaaaaddccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaagfaaaaadhccabaaa
aeaaaaaagfaaaaadhccabaaaafaaaaaagfaaaaadpccabaaaagaaaaaagiaaaaac
ahaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa
abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa
acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaaf
pccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa
adaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaadcaaaaal
mccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaamaaaaaakgiocaaa
aaaaaaaaamaaaaaadcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaa
aaaaaaaaanaaaaaaogikcaaaaaaaaaaaanaaaaaadiaaaaahhcaabaaaabaaaaaa
jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaa
acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaa
abaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa
fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa
acaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa
acaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa
abaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaa
acaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaa
acaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah
cccabaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaa
adaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaadaaaaaa
egbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaa
acaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaa
egiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaa
aaaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaa
bdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaacaaaaaabaaaaaahcccabaaa
aeaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaaeaaaaaa
egbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaaeaaaaaaegbcbaaa
acaaaaaaegacbaaaacaaaaaadgaaaaaficaabaaaabaaaaaaabeaaaaaaaaaiadp
diaaaaaihcaabaaaacaaaaaaegbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaa
diaaaaaihcaabaaaadaaaaaafgafbaaaacaaaaaaegiccaaaadaaaaaaanaaaaaa
dcaaaaaklcaabaaaacaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaacaaaaaa
egaibaaaadaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaadaaaaaaaoaaaaaa
kgakbaaaacaaaaaaegadbaaaacaaaaaabbaaaaaibcaabaaaacaaaaaaegiocaaa
acaaaaaabcaaaaaaegaobaaaabaaaaaabbaaaaaiccaabaaaacaaaaaaegiocaaa
acaaaaaabdaaaaaaegaobaaaabaaaaaabbaaaaaiecaabaaaacaaaaaaegiocaaa
acaaaaaabeaaaaaaegaobaaaabaaaaaadiaaaaahpcaabaaaadaaaaaajgacbaaa
abaaaaaaegakbaaaabaaaaaabbaaaaaibcaabaaaaeaaaaaaegiocaaaacaaaaaa
bfaaaaaaegaobaaaadaaaaaabbaaaaaiccaabaaaaeaaaaaaegiocaaaacaaaaaa
bgaaaaaaegaobaaaadaaaaaabbaaaaaiecaabaaaaeaaaaaaegiocaaaacaaaaaa
bhaaaaaaegaobaaaadaaaaaaaaaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa
egacbaaaaeaaaaaadiaaaaahicaabaaaabaaaaaabkaabaaaabaaaaaabkaabaaa
abaaaaaadcaaaaakicaabaaaabaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaa
dkaabaiaebaaaaaaabaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaaacaaaaaa
biaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaihcaabaaaadaaaaaa
fgbfbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaakhcaabaaaadaaaaaa
egiccaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegacbaaaadaaaaaadcaaaaak
hcaabaaaadaaaaaaegiccaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaa
adaaaaaadcaaaaakhcaabaaaadaaaaaaegiccaaaadaaaaaaapaaaaaapgbpbaaa
aaaaaaaaegacbaaaadaaaaaaaaaaaaajpcaabaaaaeaaaaaafgafbaiaebaaaaaa
adaaaaaaegiocaaaacaaaaaaadaaaaaadiaaaaahpcaabaaaafaaaaaafgafbaaa
abaaaaaaegaobaaaaeaaaaaadiaaaaahpcaabaaaaeaaaaaaegaobaaaaeaaaaaa
egaobaaaaeaaaaaaaaaaaaajpcaabaaaagaaaaaaagaabaiaebaaaaaaadaaaaaa
egiocaaaacaaaaaaacaaaaaaaaaaaaajpcaabaaaadaaaaaakgakbaiaebaaaaaa
adaaaaaaegiocaaaacaaaaaaaeaaaaaadcaaaaajpcaabaaaafaaaaaaegaobaaa
agaaaaaaagaabaaaabaaaaaaegaobaaaafaaaaaadcaaaaajpcaabaaaabaaaaaa
egaobaaaadaaaaaakgakbaaaabaaaaaaegaobaaaafaaaaaadcaaaaajpcaabaaa
aeaaaaaaegaobaaaagaaaaaaegaobaaaagaaaaaaegaobaaaaeaaaaaadcaaaaaj
pcaabaaaadaaaaaaegaobaaaadaaaaaaegaobaaaadaaaaaaegaobaaaaeaaaaaa
eeaaaaafpcaabaaaaeaaaaaaegaobaaaadaaaaaadcaaaaanpcaabaaaadaaaaaa
egaobaaaadaaaaaaegiocaaaacaaaaaaafaaaaaaaceaaaaaaaaaiadpaaaaiadp
aaaaiadpaaaaiadpaoaaaaakpcaabaaaadaaaaaaaceaaaaaaaaaiadpaaaaiadp
aaaaiadpaaaaiadpegaobaaaadaaaaaadiaaaaahpcaabaaaabaaaaaaegaobaaa
abaaaaaaegaobaaaaeaaaaaadeaaaaakpcaabaaaabaaaaaaegaobaaaabaaaaaa
aceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaadiaaaaahpcaabaaaabaaaaaa
egaobaaaadaaaaaaegaobaaaabaaaaaadiaaaaaihcaabaaaadaaaaaafgafbaaa
abaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaaadaaaaaaegiccaaa
acaaaaaaagaaaaaaagaabaaaabaaaaaaegacbaaaadaaaaaadcaaaaakhcaabaaa
abaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaabaaaaaaegacbaaaadaaaaaa
dcaaaaakhcaabaaaabaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaaabaaaaaa
egacbaaaabaaaaaaaaaaaaahhccabaaaafaaaaaaegacbaaaabaaaaaaegacbaaa
acaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa
afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp
aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaagaaaaaakgaobaaaaaaaaaaa
aaaaaaahdccabaaaagaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab
"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  highp vec4 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  mat3 tmpvar_7;
  tmpvar_7[0] = _Object2World[0].xyz;
  tmpvar_7[1] = _Object2World[1].xyz;
  tmpvar_7[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w));
  highp vec3 tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_9 = tmpvar_1.xyz;
  tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_11;
  tmpvar_11[0].x = tmpvar_9.x;
  tmpvar_11[0].y = tmpvar_10.x;
  tmpvar_11[0].z = tmpvar_2.x;
  tmpvar_11[1].x = tmpvar_9.y;
  tmpvar_11[1].y = tmpvar_10.y;
  tmpvar_11[1].z = tmpvar_2.y;
  tmpvar_11[2].x = tmpvar_9.z;
  tmpvar_11[2].y = tmpvar_10.z;
  tmpvar_11[2].z = tmpvar_2.z;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_5 = tmpvar_12;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_14;
  tmpvar_14.w = 1.0;
  tmpvar_14.xyz = tmpvar_8;
  mediump vec3 tmpvar_15;
  mediump vec4 normal_16;
  normal_16 = tmpvar_14;
  highp float vC_17;
  mediump vec3 x3_18;
  mediump vec3 x2_19;
  mediump vec3 x1_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAr, normal_16);
  x1_20.x = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAg, normal_16);
  x1_20.y = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHAb, normal_16);
  x1_20.z = tmpvar_23;
  mediump vec4 tmpvar_24;
  tmpvar_24 = (normal_16.xyzz * normal_16.yzzx);
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBr, tmpvar_24);
  x2_19.x = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBg, tmpvar_24);
  x2_19.y = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = dot (unity_SHBb, tmpvar_24);
  x2_19.z = tmpvar_27;
  mediump float tmpvar_28;
  tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y));
  vC_17 = tmpvar_28;
  highp vec3 tmpvar_29;
  tmpvar_29 = (unity_SHC.xyz * vC_17);
  x3_18 = tmpvar_29;
  tmpvar_15 = ((x1_20 + x2_19) + x3_18);
  shlight_3 = tmpvar_15;
  tmpvar_6 = shlight_3;
  highp vec3 tmpvar_30;
  tmpvar_30 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_31;
  tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x);
  highp vec4 tmpvar_32;
  tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y);
  highp vec4 tmpvar_33;
  tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z);
  highp vec4 tmpvar_34;
  tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33));
  highp vec4 tmpvar_35;
  tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0)))));
  highp vec3 tmpvar_36;
  tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w)));
  tmpvar_6 = tmpvar_36;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_4;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = tmpvar_6;
  xlv_TEXCOORD5 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  lowp float tmpvar_18;
  mediump float lightShadowDataX_19;
  highp float dist_20;
  lowp float tmpvar_21;
  tmpvar_21 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD5).x;
  dist_20 = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = _LightShadowData.x;
  lightShadowDataX_19 = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = max (float((dist_20 > (xlv_TEXCOORD5.z / xlv_TEXCOORD5.w))), lightShadowDataX_19);
  tmpvar_18 = tmpvar_23;
  highp vec3 tmpvar_24;
  tmpvar_24 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_25;
  viewDir_25 = tmpvar_24;
  lowp vec4 c_26;
  highp float nh_27;
  lowp float tmpvar_28;
  tmpvar_28 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_29;
  tmpvar_29 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_25))));
  nh_27 = tmpvar_29;
  mediump float arg1_30;
  arg1_30 = (_Shininess * 128.0);
  highp float tmpvar_31;
  tmpvar_31 = (pow (nh_27, arg1_30) * tmpvar_5);
  highp vec3 tmpvar_32;
  tmpvar_32 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_28) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_31)) * (tmpvar_18 * 2.0));
  c_26.xyz = tmpvar_32;
  highp float tmpvar_33;
  tmpvar_33 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_31) * tmpvar_18));
  c_26.w = tmpvar_33;
  c_1.w = c_26.w;
  c_1.xyz = (c_26.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  highp vec4 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  mat3 tmpvar_8;
  tmpvar_8[0] = _Object2World[0].xyz;
  tmpvar_8[1] = _Object2World[1].xyz;
  tmpvar_8[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (tmpvar_2 * unity_Scale.w));
  highp vec3 tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_10 = tmpvar_1.xyz;
  tmpvar_11 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_12;
  tmpvar_12[0].x = tmpvar_10.x;
  tmpvar_12[0].y = tmpvar_11.x;
  tmpvar_12[0].z = tmpvar_2.x;
  tmpvar_12[1].x = tmpvar_10.y;
  tmpvar_12[1].y = tmpvar_11.y;
  tmpvar_12[1].z = tmpvar_2.y;
  tmpvar_12[2].x = tmpvar_10.z;
  tmpvar_12[2].y = tmpvar_11.z;
  tmpvar_12[2].z = tmpvar_2.z;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_12 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_5 = tmpvar_13;
  highp vec4 tmpvar_14;
  tmpvar_14.w = 1.0;
  tmpvar_14.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_15;
  tmpvar_15.w = 1.0;
  tmpvar_15.xyz = tmpvar_9;
  mediump vec3 tmpvar_16;
  mediump vec4 normal_17;
  normal_17 = tmpvar_15;
  highp float vC_18;
  mediump vec3 x3_19;
  mediump vec3 x2_20;
  mediump vec3 x1_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAr, normal_17);
  x1_21.x = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHAg, normal_17);
  x1_21.y = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHAb, normal_17);
  x1_21.z = tmpvar_24;
  mediump vec4 tmpvar_25;
  tmpvar_25 = (normal_17.xyzz * normal_17.yzzx);
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBr, tmpvar_25);
  x2_20.x = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = dot (unity_SHBg, tmpvar_25);
  x2_20.y = tmpvar_27;
  highp float tmpvar_28;
  tmpvar_28 = dot (unity_SHBb, tmpvar_25);
  x2_20.z = tmpvar_28;
  mediump float tmpvar_29;
  tmpvar_29 = ((normal_17.x * normal_17.x) - (normal_17.y * normal_17.y));
  vC_18 = tmpvar_29;
  highp vec3 tmpvar_30;
  tmpvar_30 = (unity_SHC.xyz * vC_18);
  x3_19 = tmpvar_30;
  tmpvar_16 = ((x1_21 + x2_20) + x3_19);
  shlight_3 = tmpvar_16;
  tmpvar_6 = shlight_3;
  highp vec3 tmpvar_31;
  tmpvar_31 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_32;
  tmpvar_32 = (unity_4LightPosX0 - tmpvar_31.x);
  highp vec4 tmpvar_33;
  tmpvar_33 = (unity_4LightPosY0 - tmpvar_31.y);
  highp vec4 tmpvar_34;
  tmpvar_34 = (unity_4LightPosZ0 - tmpvar_31.z);
  highp vec4 tmpvar_35;
  tmpvar_35 = (((tmpvar_32 * tmpvar_32) + (tmpvar_33 * tmpvar_33)) + (tmpvar_34 * tmpvar_34));
  highp vec4 tmpvar_36;
  tmpvar_36 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_32 * tmpvar_9.x) + (tmpvar_33 * tmpvar_9.y)) + (tmpvar_34 * tmpvar_9.z)) * inversesqrt(tmpvar_35))) * (1.0/((1.0 + (tmpvar_35 * unity_4LightAtten0)))));
  highp vec3 tmpvar_37;
  tmpvar_37 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_36.x) + (unity_LightColor[1].xyz * tmpvar_36.y)) + (unity_LightColor[2].xyz * tmpvar_36.z)) + (unity_LightColor[3].xyz * tmpvar_36.w)));
  tmpvar_6 = tmpvar_37;
  highp vec4 o_38;
  highp vec4 tmpvar_39;
  tmpvar_39 = (tmpvar_7 * 0.5);
  highp vec2 tmpvar_40;
  tmpvar_40.x = tmpvar_39.x;
  tmpvar_40.y = (tmpvar_39.y * _ProjectionParams.x);
  o_38.xy = (tmpvar_40 + tmpvar_39.w);
  o_38.zw = tmpvar_7.zw;
  gl_Position = tmpvar_7;
  xlv_TEXCOORD0 = tmpvar_4;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_12 * (((_World2Object * tmpvar_14).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = tmpvar_6;
  xlv_TEXCOORD5 = o_38;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 normal_11;
  normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0)));
  normal_8 = normal_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD5);
  highp vec3 tmpvar_19;
  tmpvar_19 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_20;
  viewDir_20 = tmpvar_19;
  lowp vec4 c_21;
  highp float nh_22;
  lowp float tmpvar_23;
  tmpvar_23 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_24;
  tmpvar_24 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_20))));
  nh_22 = tmpvar_24;
  mediump float arg1_25;
  arg1_25 = (_Shininess * 128.0);
  highp float tmpvar_26;
  tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_5);
  highp vec3 tmpvar_27;
  tmpvar_27 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (tmpvar_18.x * 2.0));
  c_21.xyz = tmpvar_27;
  highp float tmpvar_28;
  tmpvar_28 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * tmpvar_18.x));
  c_21.w = tmpvar_28;
  c_1.w = c_21.w;
  c_1.xyz = (c_21.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_4LightPosX0]
Vector 16 [unity_4LightPosY0]
Vector 17 [unity_4LightPosZ0]
Vector 18 [unity_4LightAtten0]
Vector 19 [unity_LightColor0]
Vector 20 [unity_LightColor1]
Vector 21 [unity_LightColor2]
Vector 22 [unity_LightColor3]
Vector 23 [unity_SHAr]
Vector 24 [unity_SHAg]
Vector 25 [unity_SHAb]
Vector 26 [unity_SHBr]
Vector 27 [unity_SHBg]
Vector 28 [unity_SHBb]
Vector 29 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 30 [unity_Scale]
Vector 31 [unity_NPOTScale]
Vector 32 [_MainTex_ST]
Vector 33 [_BumpMap_ST]
Vector 34 [_Emissive_ST]
"agal_vs
c35 1.0 0.0 0.5 0.0
[bc]
adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5
bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x
abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16
bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5
bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4
bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6
adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x
abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15
adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1
aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x
adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0
abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2
aaaaaaaaaeaaaiaccdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c35.x
bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y
abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0
abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2
adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18
aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y
akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w
akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
abaaaaaaabaaapacacaaaaoeacaaaaaacdaaaaaaabaaaaaa add r1, r2, c35.x
bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25
bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24
bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23
afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x
afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y
afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w
afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z
ahaaaaaaaaaaapacaaaaaaoeacaaaaaacdaaaaffabaaaaaa max r0, r0, c35.y
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20
adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19
abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22
abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz
adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx
adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w
bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28
bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27
bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26
adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x
acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w
adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29
abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz
abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz
abaaaaaaaeaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v4.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0
aaaaaaaaabaaaiaccdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c35.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaacdaaaakkabaaaaaa mul r1.xyz, r0.xyww, c35.z
adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz
bcaaaaaaadaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v3.y, r3.xyzz, r4.xyzz
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v2.z, a1, r2.xyzz
bcaaaaaaacaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r2.xyzz, a5
bcaaaaaaadaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.z, a1, r4.xyzz
bcaaaaaaadaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.x, a5, r4.xyzz
adaaaaaaafaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v5.xy, r1.xyyy, c31
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaafaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v5.zw, r0.wwzw
adaaaaaaafaaamacadaaaaeeaaaaaaaacbaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c33.xyxy
abaaaaaaaaaaamaeafaaaaopacaaaaaacbaaaaoeabaaaaaa add v0.zw, r5.wwzw, c33
adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32
abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw
adaaaaaaafaaadacadaaaaoeaaaaaaaaccaaaaoeabaaaaaa mul r5.xy, a3, c34
abaaaaaaabaaadaeafaaaafeacaaaaaaccaaaaooabaaaaaa add v1.xy, r5.xyyy, c34.zwzw
aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 224 // 224 used size, 12 vars
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
Vector 208 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 71 instructions, 7 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo
aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl
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lmaaaaaaafaaaaaaaaaaaaaaadaaaaaaagaaaaaaapaaaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 432
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 457
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    #line 437
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 441
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 445
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 449
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    #line 453
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out lowp vec3 xlv_TEXCOORD4;
out highp vec4 xlv_TEXCOORD5;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec3(xl_retval.vlight);
    xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 432
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 457
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 410
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 414
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 418
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 457
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 461
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 465
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 469
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 473
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in lowp vec3 xlv_TEXCOORD4;
in highp vec4 xlv_TEXCOORD5;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN.vlight = vec3(xlv_TEXCOORD4);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD5);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  highp vec4 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  mat3 tmpvar_7;
  tmpvar_7[0] = _Object2World[0].xyz;
  tmpvar_7[1] = _Object2World[1].xyz;
  tmpvar_7[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_8 = tmpvar_1.xyz;
  tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_10;
  tmpvar_10[0].x = tmpvar_8.x;
  tmpvar_10[0].y = tmpvar_9.x;
  tmpvar_10[0].z = tmpvar_2.x;
  tmpvar_10[1].x = tmpvar_8.y;
  tmpvar_10[1].y = tmpvar_9.y;
  tmpvar_10[1].z = tmpvar_2.y;
  tmpvar_10[2].x = tmpvar_8.z;
  tmpvar_10[2].y = tmpvar_9.z;
  tmpvar_10[2].z = tmpvar_2.z;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_5 = tmpvar_11;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_14;
  mediump vec4 normal_15;
  normal_15 = tmpvar_13;
  highp float vC_16;
  mediump vec3 x3_17;
  mediump vec3 x2_18;
  mediump vec3 x1_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHAr, normal_15);
  x1_19.x = tmpvar_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAg, normal_15);
  x1_19.y = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAb, normal_15);
  x1_19.z = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = (normal_15.xyzz * normal_15.yzzx);
  highp float tmpvar_24;
  tmpvar_24 = dot (unity_SHBr, tmpvar_23);
  x2_18.x = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBg, tmpvar_23);
  x2_18.y = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBb, tmpvar_23);
  x2_18.z = tmpvar_26;
  mediump float tmpvar_27;
  tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y));
  vC_16 = tmpvar_27;
  highp vec3 tmpvar_28;
  tmpvar_28 = (unity_SHC.xyz * vC_16);
  x3_17 = tmpvar_28;
  tmpvar_14 = ((x1_19 + x2_18) + x3_17);
  shlight_3 = tmpvar_14;
  tmpvar_6 = shlight_3;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_4;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = tmpvar_6;
  xlv_TEXCOORD5 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  lowp float shadow_18;
  lowp float tmpvar_19;
  tmpvar_19 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD5.xyz);
  highp float tmpvar_20;
  tmpvar_20 = (_LightShadowData.x + (tmpvar_19 * (1.0 - _LightShadowData.x)));
  shadow_18 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_22;
  viewDir_22 = tmpvar_21;
  lowp vec4 c_23;
  highp float nh_24;
  lowp float tmpvar_25;
  tmpvar_25 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_26;
  tmpvar_26 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_22))));
  nh_24 = tmpvar_26;
  mediump float arg1_27;
  arg1_27 = (_Shininess * 128.0);
  highp float tmpvar_28;
  tmpvar_28 = (pow (nh_24, arg1_27) * tmpvar_5);
  highp vec3 tmpvar_29;
  tmpvar_29 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (shadow_18 * 2.0));
  c_23.xyz = tmpvar_29;
  highp float tmpvar_30;
  tmpvar_30 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * shadow_18));
  c_23.w = tmpvar_30;
  c_1.w = c_23.w;
  c_1.xyz = (c_23.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 432
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    #line 437
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 441
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 445
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 449
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 453
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out lowp vec3 xlv_TEXCOORD4;
out highp vec4 xlv_TEXCOORD5;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec3(xl_retval.vlight);
    xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 432
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 410
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 414
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 418
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 455
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 457
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 461
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 465
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 469
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 473
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in lowp vec3 xlv_TEXCOORD4;
in highp vec4 xlv_TEXCOORD5;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN.vlight = vec3(xlv_TEXCOORD4);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD5);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec3 normal_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  lowp vec3 tmpvar_9;
  tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_6 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0));
  rim_5 = tmpvar_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_12;
  tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_13;
  tmpvar_13 = color_7.xyz;
  tmpvar_2 = tmpvar_13;
  tmpvar_3 = tmpvar_12;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_4 = _Opacity;
  lowp float shadow_15;
  lowp float tmpvar_16;
  tmpvar_16 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_17;
  tmpvar_17 = (_LightShadowData.x + (tmpvar_16 * (1.0 - _LightShadowData.x)));
  shadow_15 = tmpvar_17;
  c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz), vec3((shadow_15 * 2.0))));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 435
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 439
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 443
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 447
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 451
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 435
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 410
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 414
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 418
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 454
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 456
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 460
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 464
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 468
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    #line 472
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform lowp vec4 _SpecColor;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  lowp float shadow_18;
  lowp float tmpvar_19;
  tmpvar_19 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_20;
  tmpvar_20 = (_LightShadowData.x + (tmpvar_19 * (1.0 - _LightShadowData.x)));
  shadow_18 = tmpvar_20;
  c_1.w = 0.0;
  highp vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD2);
  mediump vec4 tmpvar_22;
  mediump vec3 viewDir_23;
  viewDir_23 = tmpvar_21;
  mediump vec3 specColor_24;
  highp float nh_25;
  mat3 tmpvar_26;
  tmpvar_26[0].x = 0.816497;
  tmpvar_26[0].y = -0.408248;
  tmpvar_26[0].z = -0.408248;
  tmpvar_26[1].x = 0.0;
  tmpvar_26[1].y = 0.707107;
  tmpvar_26[1].z = -0.707107;
  tmpvar_26[2].x = 0.57735;
  tmpvar_26[2].y = 0.57735;
  tmpvar_26[2].z = 0.57735;
  mediump vec3 normal_27;
  normal_27 = tmpvar_3;
  mediump vec3 scalePerBasisVector_28;
  mediump vec3 lm_29;
  lowp vec3 tmpvar_30;
  tmpvar_30 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_29 = tmpvar_30;
  lowp vec3 tmpvar_31;
  tmpvar_31 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_28 = tmpvar_31;
  lm_29 = (lm_29 * dot (clamp ((tmpvar_26 * normal_27), 0.0, 1.0), scalePerBasisVector_28));
  vec3 v_32;
  v_32.x = tmpvar_26[0].x;
  v_32.y = tmpvar_26[1].x;
  v_32.z = tmpvar_26[2].x;
  vec3 v_33;
  v_33.x = tmpvar_26[0].y;
  v_33.y = tmpvar_26[1].y;
  v_33.z = tmpvar_26[2].y;
  vec3 v_34;
  v_34.x = tmpvar_26[0].z;
  v_34.y = tmpvar_26[1].z;
  v_34.z = tmpvar_26[2].z;
  mediump float tmpvar_35;
  tmpvar_35 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_28.x * v_32) + (scalePerBasisVector_28.y * v_33)) + (scalePerBasisVector_28.z * v_34))) + viewDir_23))));
  nh_25 = tmpvar_35;
  highp float tmpvar_36;
  mediump float arg1_37;
  arg1_37 = (_Shininess * 128.0);
  tmpvar_36 = pow (nh_25, arg1_37);
  highp vec3 tmpvar_38;
  tmpvar_38 = (((lm_29 * _SpecColor.xyz) * tmpvar_5) * tmpvar_36);
  specColor_24 = tmpvar_38;
  highp vec4 tmpvar_39;
  tmpvar_39.xyz = lm_29;
  tmpvar_39.w = tmpvar_36;
  tmpvar_22 = tmpvar_39;
  c_1.xyz = specColor_24;
  lowp vec3 tmpvar_40;
  tmpvar_40 = vec3((shadow_18 * 2.0));
  mediump vec3 tmpvar_41;
  tmpvar_41 = (c_1.xyz + (tmpvar_2 * min (tmpvar_22.xyz, tmpvar_40)));
  c_1.xyz = tmpvar_41;
  c_1.w = tmpvar_6;
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 435
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 455
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 439
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 443
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 447
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 451
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 435
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 455
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 370
mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) {
    #line 372
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2))));
    #line 376
    mediump vec3 h = normalize((lightDir + viewDir));
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = pow( nh, (s.Specular * 128.0));
    specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec);
    #line 380
    return vec4( lm, spec);
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 410
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 414
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 418
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 455
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 459
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 463
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 467
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 471
    mediump vec3 specColor;
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz;
    #line 475
    c.xyz += specColor;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 479
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 shlight_3;
  highp vec4 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  mat3 tmpvar_7;
  tmpvar_7[0] = _Object2World[0].xyz;
  tmpvar_7[1] = _Object2World[1].xyz;
  tmpvar_7[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w));
  highp vec3 tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_9 = tmpvar_1.xyz;
  tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_11;
  tmpvar_11[0].x = tmpvar_9.x;
  tmpvar_11[0].y = tmpvar_10.x;
  tmpvar_11[0].z = tmpvar_2.x;
  tmpvar_11[1].x = tmpvar_9.y;
  tmpvar_11[1].y = tmpvar_10.y;
  tmpvar_11[1].z = tmpvar_2.y;
  tmpvar_11[2].x = tmpvar_9.z;
  tmpvar_11[2].y = tmpvar_10.z;
  tmpvar_11[2].z = tmpvar_2.z;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_5 = tmpvar_12;
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = _WorldSpaceCameraPos;
  highp vec4 tmpvar_14;
  tmpvar_14.w = 1.0;
  tmpvar_14.xyz = tmpvar_8;
  mediump vec3 tmpvar_15;
  mediump vec4 normal_16;
  normal_16 = tmpvar_14;
  highp float vC_17;
  mediump vec3 x3_18;
  mediump vec3 x2_19;
  mediump vec3 x1_20;
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHAr, normal_16);
  x1_20.x = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHAg, normal_16);
  x1_20.y = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHAb, normal_16);
  x1_20.z = tmpvar_23;
  mediump vec4 tmpvar_24;
  tmpvar_24 = (normal_16.xyzz * normal_16.yzzx);
  highp float tmpvar_25;
  tmpvar_25 = dot (unity_SHBr, tmpvar_24);
  x2_19.x = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = dot (unity_SHBg, tmpvar_24);
  x2_19.y = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = dot (unity_SHBb, tmpvar_24);
  x2_19.z = tmpvar_27;
  mediump float tmpvar_28;
  tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y));
  vC_17 = tmpvar_28;
  highp vec3 tmpvar_29;
  tmpvar_29 = (unity_SHC.xyz * vC_17);
  x3_18 = tmpvar_29;
  tmpvar_15 = ((x1_20 + x2_19) + x3_18);
  shlight_3 = tmpvar_15;
  tmpvar_6 = shlight_3;
  highp vec3 tmpvar_30;
  tmpvar_30 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_31;
  tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x);
  highp vec4 tmpvar_32;
  tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y);
  highp vec4 tmpvar_33;
  tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z);
  highp vec4 tmpvar_34;
  tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33));
  highp vec4 tmpvar_35;
  tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0)))));
  highp vec3 tmpvar_36;
  tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w)));
  tmpvar_6 = tmpvar_36;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_4;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = tmpvar_5;
  xlv_TEXCOORD4 = tmpvar_6;
  xlv_TEXCOORD5 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD5;
varying lowp vec3 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp float tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_9.xyz;
  tmpvar_2 = tmpvar_15;
  tmpvar_4 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_9.w;
  tmpvar_5 = tmpvar_16;
  tmpvar_3 = normal_8;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = _Opacity;
  lowp float shadow_18;
  lowp float tmpvar_19;
  tmpvar_19 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD5.xyz);
  highp float tmpvar_20;
  tmpvar_20 = (_LightShadowData.x + (tmpvar_19 * (1.0 - _LightShadowData.x)));
  shadow_18 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD2);
  mediump vec3 viewDir_22;
  viewDir_22 = tmpvar_21;
  lowp vec4 c_23;
  highp float nh_24;
  lowp float tmpvar_25;
  tmpvar_25 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3));
  mediump float tmpvar_26;
  tmpvar_26 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_22))));
  nh_24 = tmpvar_26;
  mediump float arg1_27;
  arg1_27 = (_Shininess * 128.0);
  highp float tmpvar_28;
  tmpvar_28 = (pow (nh_24, arg1_27) * tmpvar_5);
  highp vec3 tmpvar_29;
  tmpvar_29 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (shadow_18 * 2.0));
  c_23.xyz = tmpvar_29;
  highp float tmpvar_30;
  tmpvar_30 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * shadow_18));
  c_23.w = tmpvar_30;
  c_1.w = c_23.w;
  c_1.xyz = (c_23.xyz + (tmpvar_2 * xlv_TEXCOORD4));
  c_1.xyz = (c_1.xyz + tmpvar_4);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 432
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 457
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    #line 437
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 441
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 445
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 449
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    #line 453
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out lowp vec3 xlv_TEXCOORD4;
out highp vec4 xlv_TEXCOORD5;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec3(xl_retval.vlight);
    xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 421
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 396
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 406
#line 432
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 457
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 410
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 414
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 418
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 457
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 461
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 465
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 469
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 473
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in lowp vec3 xlv_TEXCOORD4;
in highp vec4 xlv_TEXCOORD5;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN.vlight = vec3(xlv_TEXCOORD4);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD5);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 25 to 59, TEX: 3 to 6
//   d3d9 - ALU: 28 to 62, TEX: 3 to 6
//   d3d11 - ALU: 18 to 45, TEX: 3 to 6, FLOW: 1 to 1
//   d3d11_9x - ALU: 18 to 45, TEX: 3 to 6, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Vector 3 [_EmissiveColor]
Float 4 [_Opacity]
Float 5 [_RimFalloff]
Vector 6 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 44 ALU, 3 TEX
PARAM c[8] = { program.local[0..6],
		{ 2, 1, 0, 128 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R1.xyz, fragment.texcoord[1], texture[2], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
MAD R3.xy, R3.wyzw, c[7].x, -c[7].y;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
MUL R3.zw, R3.xyxy, R3.xyxy;
RSQ R1.w, R1.w;
MOV R2.xyz, fragment.texcoord[3];
MAD R2.xyz, fragment.texcoord[2], R1.w, R2;
ADD_SAT R1.w, R3.z, R3;
DP3 R2.w, R2, R2;
RSQ R2.w, R2.w;
ADD R1.w, -R1, c[7].y;
RSQ R1.w, R1.w;
RCP R3.z, R1.w;
MUL R2.xyz, R2.w, R2;
DP3 R2.x, R3, R2;
MOV R1.w, c[7];
MUL R2.y, R1.w, c[2].x;
MAX R1.w, R2.x, c[7].z;
POW R1.w, R1.w, R2.y;
MUL R0.w, R0, R1;
DP3 R2.x, R3, fragment.texcoord[3];
MAX R1.w, R2.x, c[7].z;
MUL R2.xyz, R0, c[0];
MUL R4.xyz, R2, R1.w;
MOV R2, c[1];
MUL R2.xyz, R2, c[0];
MAD R4.xyz, R2, R0.w, R4;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R1.w, R1.w;
MUL R2.xyz, R1.w, fragment.texcoord[2];
DP3_SAT R1.w, R2, R3;
MUL R1.xyz, R1, c[3];
MUL R4.xyz, R4, c[7].x;
ADD R1.w, -R1, c[7].y;
POW R1.w, R1.w, c[5].x;
MUL R2.xyz, R1, c[3].w;
MUL R1.xyz, R1.w, c[6];
MUL R1.w, R2, c[0];
MAD R0.xyz, R0, fragment.texcoord[4], R4;
MAD R1.xyz, R1, c[6].w, R2;
MAD result.color.xyz, R1, c[4].x, R0;
MAD result.color.w, R0, R1, c[4].x;
END
# 44 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Vector 3 [_EmissiveColor]
Float 4 [_Opacity]
Float 5 [_RimFalloff]
Vector 6 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
"ps_2_0
; 52 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c7, 2.00000000, -1.00000000, 1.00000000, 0.00000000
def c8, 128.00000000, 0, 0, 0
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3.xyz
dcl t4.xyz
texld r4, t1, s2
texld r3, t0, s0
dp3_pp r1.x, t2, t2
mul_pp r6.xyz, r3, c0
rsq_pp r1.x, r1.x
mov_pp r2.xyz, t3
mad_pp r2.xyz, t2, r1.x, r2
mov r0.y, t0.w
mov r0.x, t0.z
texld r0, r0, s1
mov r0.x, r0.w
mad_pp r5.xy, r0, c7.x, c7.y
mul_pp r0.xy, r5, r5
add_pp_sat r0.x, r0, r0.y
add_pp r1.x, -r0, c7.z
dp3_pp r0.x, r2, r2
rsq_pp r1.x, r1.x
rcp_pp r5.z, r1.x
rsq_pp r0.x, r0.x
mul_pp r1.xyz, r0.x, r2
dp3_pp r1.x, r5, r1
mov_pp r0.x, c2
mul_pp r0.x, c8, r0
max_pp r1.x, r1, c7.w
pow r2.w, r1.x, r0.x
mov r0.x, r2.w
mov_pp r0.w, c0
mul r0.x, r3.w, r0
mul_pp r2.x, c1.w, r0.w
mad r0.w, r0.x, r2.x, c4.x
dp3_pp r1.x, r5, t3
max_pp r2.x, r1, c7.w
mul_pp r2.xyz, r6, r2.x
dp3 r1.x, t2, t2
rsq r1.x, r1.x
mov_pp r6.xyz, c0
mul_pp r6.xyz, c1, r6
mad r2.xyz, r6, r0.x, r2
mul r1.xyz, r1.x, t2
dp3_sat r0.x, r1, r5
mul r1.xyz, r2, c7.x
mad_pp r2.xyz, r3, t4, r1
add r0.x, -r0, c7.z
pow_pp r1.w, r0.x, c5.x
mov_pp r0.x, r1.w
mul r3.xyz, r4, c3
mul r1.xyz, r3, c3.w
mul r0.xyz, r0.x, c6
mad r0.xyz, r0, c6.w, r1
mad_pp r0.xyz, r0, c4.x, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
// 42 instructions, 5 temp regs, 0 temp arrays:
// ALU 31 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
// 42 instructions, 5 temp regs, 0 temp arrays:
// ALU 31 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefieceddmblegkhfdkkkpmfoihhjmdkodgiplhnabaaaaaaemakaaaaaeaaaaaa
daaaaaaaliadaaaagaajaaaabiakaaaaebgpgodjiaadaaaaiaadaaaaaaacpppp
eeadaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa
abababaaacacacaaaaaaabaaagaaaaaaaaaaaaaaaaacppppfbaaaaafagaaapka
aaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafahaaapkaaaaaaaedaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaadla
bpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaaia
aeaachlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac
aaaaaajaacaiapkaaiaaaaadaaaaaiiaacaaoelaacaaoelaahaaaaacaaaaabia
aaaappiaabaaaaacabaaahiaacaaoelaaeaaaaaeabaachiaabaaoeiaaaaaaaia
adaaoelaafaaaaadaaaaahiaaaaaaaiaacaaoelaceaaaaacacaachiaabaaoeia
abaaaaacabaaabiaaaaakklaabaaaaacabaaaciaaaaapplaecaaaaadabaacpia
abaaoeiaabaioekaecaaaaadadaacpiaaaaaoelaaaaioekaecaaaaadaeaaapia
abaaoelaacaioekaaeaaaaaeafaacbiaabaappiaagaaaakaagaaffkaaeaaaaae
afaacciaabaaffiaagaaaakaagaaffkafkaaaaaeaaaadiiaafaaoeiaafaaoeia
agaakkkaacaaaaadaaaaciiaaaaappibagaappkaahaaaaacaaaaciiaaaaappia
agaaaaacafaaceiaaaaappiaaiaaaaadaaaaciiaafaaoeiaacaaoeiaalaaaaad
aeaaaiiaaaaappiaagaakkkaabaaaaacaaaaaiiaacaaaakaafaaaaadaaaaaiia
aaaappiaahaaaakacaaaaaadafaaaiiaaeaappiaaaaappiaafaaaaadaaaaaiia
adaappiaafaappiaabaaaaacabaaapiaaaaaoekaafaaaaadabaaahiaabaaoeia
abaaoekaafaaaaadabaaahiaaaaappiaabaaoeiaaiaaaaadadaaciiaafaaoeia
adaaoelaaiaaaaadaeaabiiaaaaaoeiaafaaoeiaacaaaaadaeaaciiaaeaappib
agaappkacaaaaaadaaaaabiaaeaappiaaeaaffkaafaaaaadaaaaahiaaaaaaaia
afaaoekaalaaaaadaeaaciiaadaappiaagaakkkaafaaaaadacaachiaadaaoeia
aaaaoekaaeaaaaaeabaaahiaacaaoeiaaeaappiaabaaoeiaacaaaaadabaachia
abaaoeiaabaaoeiaaeaaaaaeabaachiaadaaoeiaaeaaoelaabaaoeiaafaaaaad
acaaahiaaeaaoeiaadaaoekaafaaaaadacaaahiaacaaoeiaadaappkaaeaaaaae
aaaachiaaaaaoeiaafaappkaacaaoeiaaeaaaaaeacaachiaaaaaoeiaaeaaaaka
abaaoeiaafaaaaadaaaaabiaabaappiaabaappkaaeaaaaaeacaaciiaaaaaaaia
aaaappiaaeaaaakaabaaaaacaaaicpiaacaaoeiappppaaaafdeieefckaafaaaa
eaaaaaaagiabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaae
aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae
aahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaa
acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaad
hcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaabaaaaaah
bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadcaaaaajocaabaaaaaaaaaaaagbjbaaaadaaaaaa
agaabaaaaaaaaaaaagbjbaaaaeaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaa
aaaaaaaaegbcbaaaadaaaaaabaaaaaahbcaabaaaaaaaaaaajgahbaaaaaaaaaaa
jgahbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaah
hcaabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaaefaaaaajpcaabaaa
acaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaap
dcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaa
aaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaa
aaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaahicaabaaaaaaaaaaa
dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia
ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaacaaaaaadkaabaaa
aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaa
deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa
aaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa
aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa
aaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaadaaaaaa
diaaaaajpcaabaaaaeaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaa
acaaaaaadiaaaaahocaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaaeaaaaaa
dcaaaaakiccabaaaaaaaaaaadkaabaaaaeaaaaaaakaabaaaaaaaaaaaakiacaaa
aaaaaaaaafaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegbcbaaa
aeaaaaaabacaaaahbcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa
aaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadp
cpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaa
akaabaaaabaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaabaaaaaa
akaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaa
aaaaaaaaagaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaa
aaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaadaaaaaaegiccaaaaaaaaaaa
abaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaaagaabaaaaaaaaaaa
jgahbaaaaaaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa
aaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaadaaaaaaegbcbaaaafaaaaaa
egacbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaacaaaaaaeghobaaa
acaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa
egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa
pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaa
pgipcaaaaaaaaaaaagaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaa
egacbaaaabaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaaaaaaaaaadoaaaaab
ejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaa
aaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa
keaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaakeaaaaaaacaaaaaa
aaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa
aeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahahaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa
abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa
fdfgfpfegbhcghgfheaaklkl"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_EmissiveColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 25 ALU, 4 TEX
PARAM c[5] = { program.local[0..3],
		{ 8, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R0, fragment.texcoord[3], texture[3], 2D;
TEX R2.xyz, fragment.texcoord[1], texture[2], 2D;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
MAD R3.xy, R3.wyzw, c[4].y, -c[4].z;
MUL R3.zw, R3.xyxy, R3.xyxy;
ADD_SAT R1.w, R3.z, R3;
ADD R2.w, -R1, c[4].z;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R1.w, R1.w;
RSQ R2.w, R2.w;
MUL R0.xyz, R0.w, R0;
RCP R3.z, R2.w;
MUL R4.xyz, R1.w, fragment.texcoord[2];
DP3_SAT R1.w, R4, R3;
MUL R2.xyz, R2, c[0];
ADD R1.w, -R1, c[4].z;
MUL R3.xyz, R2, c[0].w;
POW R1.w, R1.w, c[2].x;
MUL R2.xyz, R1.w, c[3];
MAD R2.xyz, R2, c[3].w, R3;
MUL R2.xyz, R2, c[1].x;
MUL R0.xyz, R0, R1;
MAD result.color.xyz, R0, c[4].x, R2;
MOV result.color.w, c[1].x;
END
# 25 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_EmissiveColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [unity_Lightmap] 2D
"ps_2_0
; 28 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c4, 2.00000000, -1.00000000, 1.00000000, 8.00000000
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3.xy
texld r4, t0, s0
texld r2, t3, s3
texld r3, t1, s2
mov r0.y, t0.w
mov r0.x, t0.z
mul r3.xyz, r3, c0
texld r0, r0, s1
mov r0.x, r0.w
mad_pp r5.xy, r0, c4.x, c4.y
mul_pp r0.xy, r5, r5
add_pp_sat r0.x, r0, r0.y
add_pp r1.x, -r0, c4.z
rsq_pp r1.x, r1.x
dp3 r0.x, t2, t2
rsq r0.x, r0.x
mul r0.xyz, r0.x, t2
rcp_pp r5.z, r1.x
dp3_sat r0.x, r0, r5
add r0.x, -r0, c4.z
pow_pp r1.w, r0.x, c2.x
mov_pp r0.x, r1.w
mul r1.xyz, r3, c0.w
mul r0.xyz, r0.x, c3
mad r0.xyz, r0, c3.w, r1
mul_pp r1.xyz, r2.w, r2
mul_pp r1.xyz, r1, r4
mul_pp r0.xyz, r0, c1.x
mov_pp r0.w, c1.x
mad_pp r0.xyz, r1, c4.w, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 176 // 112 used size, 12 vars
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 176 // 112 used size, 12 vars
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 53 ALU, 5 TEX
PARAM c[10] = { program.local[0..5],
		{ 2, 1, 8, 0 },
		{ -0.40824828, -0.70710677, 0.57735026, 128 },
		{ -0.40824831, 0.70710677, 0.57735026 },
		{ 0.81649655, 0, 0.57735026 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TEX R1, fragment.texcoord[3], texture[3], 2D;
TEX R3, fragment.texcoord[3], texture[4], 2D;
TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R2.xyz, fragment.texcoord[1], texture[2], 2D;
MAD R4.xy, R4.wyzw, c[6].x, -c[6].y;
MUL R3.xyz, R3.w, R3;
MUL R5.xyz, R3, c[6].z;
MUL R3.xyz, R5.y, c[8];
MAD R3.xyz, R5.x, c[9], R3;
MAD R3.xyz, R5.z, c[7], R3;
DP3 R2.w, R3, R3;
RSQ R2.w, R2.w;
MUL R3.xyz, R2.w, R3;
DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R2.w, R2.w;
MAD R3.xyz, fragment.texcoord[2], R2.w, R3;
MUL R4.zw, R4.xyxy, R4.xyxy;
ADD_SAT R2.w, R4.z, R4;
DP3 R3.w, R3, R3;
ADD R2.w, -R2, c[6].y;
RSQ R2.w, R2.w;
RSQ R3.w, R3.w;
MUL R3.xyz, R3.w, R3;
RCP R4.z, R2.w;
DP3 R2.w, R4, R3;
MAX R2.w, R2, c[6];
DP3_SAT R3.z, R4, c[7];
DP3_SAT R3.x, R4, c[9];
DP3_SAT R3.y, R4, c[8];
DP3 R3.y, R3, R5;
MUL R1.xyz, R1.w, R1;
MUL R1.xyz, R1, R3.y;
MOV R3.x, c[7].w;
MUL R1.w, R3.x, c[1].x;
MUL R1.xyz, R1, c[6].z;
MUL R3.xyz, R1, c[0];
POW R1.w, R2.w, R1.w;
MUL R5.xyz, R0.w, R3;
DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R2.w, R2.w;
MUL R3.xyz, R2.w, fragment.texcoord[2];
MUL R5.xyz, R5, R1.w;
MAD R0.xyz, R0, R1, R5;
MUL R1.xyz, R2, c[2];
DP3_SAT R0.w, R3, R4;
ADD R0.w, -R0, c[6].y;
MUL R2.xyz, R1, c[2].w;
POW R0.w, R0.w, c[4].x;
MUL R1.xyz, R0.w, c[5];
MAD R1.xyz, R1, c[5].w, R2;
MAD result.color.xyz, R1, c[3].x, R0;
MOV result.color.w, c[3].x;
END
# 53 instructions, 6 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"ps_2_0
; 57 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000
def c7, -0.40824828, -0.70710677, 0.57735026, 0.00000000
def c8, -0.40824831, 0.70710677, 0.57735026, 128.00000000
def c9, 0.81649655, 0.00000000, 0.57735026, 0
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3.xy
texld r1, t1, s2
texld r2, t0, s0
texld r3, t3, s3
texld r4, t3, s4
mul_pp r4.xyz, r4.w, r4
mul_pp r4.xyz, r4, c6.w
mul r5.xyz, r4.y, c8
mad r5.xyz, r4.x, c9, r5
mul r1.xyz, r1, c2
mul_pp r3.xyz, r3.w, r3
mad r5.xyz, r4.z, c7, r5
mov r0.y, t0.w
mov r0.x, t0.z
mul r1.xyz, r1, c2.w
texld r0, r0, s1
dp3 r0.x, r5, r5
rsq r0.x, r0.x
mul r5.xyz, r0.x, r5
mov r0.x, r0.w
mad_pp r7.xy, r0, c6.x, c6.y
dp3_pp r0.x, t2, t2
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t2, r0.x, r5
mul_pp r6.xy, r7, r7
add_pp_sat r5.x, r6, r6.y
dp3_pp r6.x, r0, r0
rsq_pp r6.x, r6.x
add_pp r5.x, -r5, c6.z
rsq_pp r5.x, r5.x
rcp_pp r7.z, r5.x
mul_pp r0.xyz, r6.x, r0
dp3_pp r0.x, r7, r0
mov_pp r5.x, c1
mul_pp r5.x, c8.w, r5
max_pp r0.x, r0, c7.w
pow r6.x, r0.x, r5.x
dp3_pp_sat r0.z, r7, c7
dp3_pp_sat r0.y, r7, c8
dp3_pp_sat r0.x, r7, c9
dp3_pp r0.x, r0, r4
mul_pp r0.xyz, r3, r0.x
mul_pp r0.xyz, r0, c6.w
mul_pp r5.xyz, r0, c0
dp3 r4.x, t2, t2
rsq r4.x, r4.x
mul r4.xyz, r4.x, t2
dp3_sat r4.x, r4, r7
mul_pp r5.xyz, r2.w, r5
mov r3.x, r6.x
mul r3.xyz, r5, r3.x
mad_pp r0.xyz, r2, r0, r3
add r4.x, -r4, c6.z
pow_pp r2.w, r4.x, c4.x
mul r2.xyz, r2.w, c5
mad r1.xyz, r2, c5.w, r1
mov_pp r0.w, c3.x
mad_pp r0.xyz, r1, c3.x, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 176 // 112 used size, 12 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 53 instructions, 4 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 5 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedmdcpajacbgfpfpblflbeaiaimmgfnjhjabaaaaaaeiaiaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
adadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaaimaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefceaahaaaaeaaaaaaanaabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa
acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae
aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae
aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae
aahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaa
acaaaaaagcbaaaadmcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaajpcaabaaaaaaaaaaaogbkbaaa
acaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaaaaaaaaa
dkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaaegacbaaa
aaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaaaaaaaaaa
aceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaaabaaaaaa
agaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaa
abaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaaolafnblo
pdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaaaaaaaaaa
egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa
aaaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaa
eeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaahhcaabaaaacaaaaaa
pgapbaaaabaaaaaaegbcbaaaadaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaa
abaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaa
egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa
aaaaaaaadiaaaaahhcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaabaaaaaa
efaaaaajpcaabaaaadaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa
abaaaaaadcaaaaapdcaabaaaadaaaaaahgapbaaaadaaaaaaaceaaaaaaaaaaaea
aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa
apaaaaahicaabaaaaaaaaaaaegaabaaaadaaaaaaegaabaaaadaaaaaaddaaaaah
icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa
aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa
adaaaaaadkaabaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaadaaaaaa
egacbaaaabaaaaaadeaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa
aaaaaaaacpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaibcaabaaa
abaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaaakaabaaaabaaaaaabjaaaaaficaabaaaaaaaaaaa
dkaabaaaaaaaaaaaapcaaaakbcaabaaaabaaaaaaaceaaaaaolaffbdpdkmnbddp
aaaaaaaaaaaaaaaaigaabaaaadaaaaaabacaaaakccaabaaaabaaaaaaaceaaaaa
omafnblopdaedfdpdkmnbddpaaaaaaaaegacbaaaadaaaaaabacaaaakecaabaaa
abaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaadaaaaaa
bacaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegacbaaaadaaaaaaaaaaaaai
icaabaaaabaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaf
icaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaa
abaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaa
abaaaaaadiaaaaaihcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaa
agaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa
efaaaaajpcaabaaaabaaaaaaogbkbaaaacaaaaaaeghobaaaadaaaaaaaagabaaa
adaaaaaadiaaaaahccaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaeb
diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaafgafbaaaaaaaaaaadiaaaaah
hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaa
abaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaa
adaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaah
hcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaadaaaaaadiaaaaahhcaabaaa
aaaaaaaaegacbaaaaaaaaaaaegacbaaaadaaaaaadcaaaaajhcaabaaaaaaaaaaa
egacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaa
abaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaak
hcaabaaaabaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaa
abaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaa
afaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa
afaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 176 // 112 used size, 12 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 53 instructions, 4 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 5 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Vector 3 [_EmissiveColor]
Float 4 [_Opacity]
Float 5 [_RimFalloff]
Vector 6 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_ShadowMapTexture] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 47 ALU, 4 TEX
PARAM c[8] = { program.local[0..6],
		{ 2, 1, 0, 128 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R1, fragment.texcoord[0], texture[0], 2D;
TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R0.xyz, fragment.texcoord[1], texture[2], 2D;
TXP R4.x, fragment.texcoord[5], texture[3], 2D;
MAD R2.xy, R2.wyzw, c[7].x, -c[7].y;
MUL R2.zw, R2.xyxy, R2.xyxy;
ADD_SAT R2.z, R2, R2.w;
DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2];
ADD R2.z, -R2, c[7].y;
RSQ R2.z, R2.z;
MUL R0.xyz, R0, c[3];
RCP R2.z, R2.z;
RSQ R0.w, R0.w;
MOV R3.xyz, fragment.texcoord[3];
MAD R3.xyz, fragment.texcoord[2], R0.w, R3;
DP3 R0.w, R3, R3;
RSQ R0.w, R0.w;
MUL R3.xyz, R0.w, R3;
DP3 R2.w, R2, R3;
MOV R3, c[1];
MOV R0.w, c[7];
MAX R2.w, R2, c[7].z;
MUL R0.w, R0, c[2].x;
POW R0.w, R2.w, R0.w;
MUL R0.w, R1, R0;
DP3 R1.w, R2, fragment.texcoord[3];
MAX R1.w, R1, c[7].z;
MUL R4.yzw, R1.xxyz, c[0].xxyz;
MUL R4.yzw, R4, R1.w;
MUL R3.xyz, R3, c[0];
MAD R3.xyz, R3, R0.w, R4.yzww;
MUL R1.w, R4.x, c[7].x;
MUL R3.xyz, R3, R1.w;
DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R1.w, R2.w;
MAD R1.xyz, R1, fragment.texcoord[4], R3;
MUL R3.xyz, R1.w, fragment.texcoord[2];
MUL R1.w, R3, c[0];
MUL R0.w, R0, R1;
DP3_SAT R2.x, R3, R2;
ADD R1.w, -R2.x, c[7].y;
POW R1.w, R1.w, c[5].x;
MUL R0.xyz, R0, c[3].w;
MUL R2.xyz, R1.w, c[6];
MAD R0.xyz, R2, c[6].w, R0;
MAD result.color.xyz, R0, c[4].x, R1;
MAD result.color.w, R4.x, R0, c[4].x;
END
# 47 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Vector 3 [_EmissiveColor]
Float 4 [_Opacity]
Float 5 [_RimFalloff]
Vector 6 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_ShadowMapTexture] 2D
"ps_2_0
; 54 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c7, 2.00000000, -1.00000000, 1.00000000, 0.00000000
def c8, 128.00000000, 0, 0, 0
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3.xyz
dcl t4.xyz
dcl t5
texld r3, t1, s2
texldp r6, t5, s3
texld r2, t0, s0
dp3_pp r1.x, t2, t2
rsq_pp r1.x, r1.x
mov_pp r5.xyz, t3
mad_pp r5.xyz, t2, r1.x, r5
dp3_pp r1.x, r5, r5
rsq_pp r1.x, r1.x
mul_pp r1.xyz, r1.x, r5
mov r0.y, t0.w
mov r0.x, t0.z
mul r3.xyz, r3, c3
texld r0, r0, s1
mov r0.x, r0.w
mad_pp r4.xy, r0, c7.x, c7.y
mul_pp r0.xy, r4, r4
add_pp_sat r0.x, r0, r0.y
add_pp r0.x, -r0, c7.z
rsq_pp r0.x, r0.x
rcp_pp r4.z, r0.x
dp3_pp r1.x, r4, r1
mov_pp r0.x, c2
mul_pp r0.x, c8, r0
max_pp r1.x, r1, c7.w
pow r5.w, r1.x, r0.x
mov r0.x, r5.w
mov_pp r0.w, c0
mul_pp r1.x, c1.w, r0.w
mul r0.x, r2.w, r0
mul r5.x, r0, r1
dp3_pp r1.x, r4, t3
mad r0.w, r6.x, r5.x, c4.x
mul_pp r5.xyz, r2, c0
max_pp r1.x, r1, c7.w
mul_pp r7.xyz, r5, r1.x
mov_pp r5.xyz, c0
dp3 r1.x, t2, t2
mul_pp r5.xyz, c1, r5
mad r5.xyz, r5, r0.x, r7
rsq r1.x, r1.x
mul r1.xyz, r1.x, t2
dp3_sat r1.x, r1, r4
mul_pp r0.x, r6, c7
mul r4.xyz, r5, r0.x
add r0.x, -r1, c7.z
pow_pp r1.w, r0.x, c5.x
mov_pp r0.x, r1.w
mad_pp r2.xyz, r2, t4, r4
mul r1.xyz, r3, c3.w
mul r0.xyz, r0.x, c6
mad r0.xyz, r0, c6.w, r1
mad_pp r0.xyz, r0, c4.x, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 224 // 176 used size, 12 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_Emissive] 2D 3
SetTexture 3 [_ShadowMapTexture] 2D 0
// 45 instructions, 5 temp regs, 0 temp arrays:
// ALU 33 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 224 // 176 used size, 12 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_Emissive] 2D 3
SetTexture 3 [_ShadowMapTexture] 2D 0
// 45 instructions, 5 temp regs, 0 temp arrays:
// ALU 33 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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" }
Vector 0 [_EmissiveColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_ShadowMapTexture] 2D
SetTexture 4 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 31 ALU, 5 TEX
PARAM c[5] = { program.local[0..3],
		{ 8, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R1.xyz, fragment.texcoord[1], texture[2], 2D;
TEX R2, fragment.texcoord[3], texture[4], 2D;
TXP R4.x, fragment.texcoord[4], texture[3], 2D;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
MAD R3.xy, R3.wyzw, c[4].y, -c[4].z;
MUL R3.zw, R3.xyxy, R3.xyxy;
ADD_SAT R0.w, R3.z, R3;
ADD R0.w, -R0, c[4].z;
RSQ R0.w, R0.w;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R1.w, R1.w;
MUL R1.xyz, R1, c[0];
RCP R3.z, R0.w;
MUL R4.yzw, R1.w, fragment.texcoord[2].xxyz;
DP3_SAT R0.w, R4.yzww, R3;
ADD R0.w, -R0, c[4].z;
MUL R3.xyz, R2, R4.x;
MUL R4.yzw, R2.w, R2.xxyz;
MUL R2.xyz, R3, c[4].y;
MUL R3.xyz, R4.yzww, c[4].x;
MIN R2.xyz, R3, R2;
POW R0.w, R0.w, c[2].x;
MUL R3.xyz, R3, R4.x;
MUL R1.xyz, R1, c[0].w;
MUL R4.yzw, R0.w, c[3].xxyz;
MAD R1.xyz, R4.yzww, c[3].w, R1;
MUL R1.xyz, R1, c[1].x;
MAX R2.xyz, R2, R3;
MAD result.color.xyz, R0, R2, R1;
MOV result.color.w, c[1].x;
END
# 31 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_EmissiveColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_ShadowMapTexture] 2D
SetTexture 4 [unity_Lightmap] 2D
"ps_2_0
; 33 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
def c4, 8.00000000, 2.00000000, -1.00000000, 1.00000000
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3.xy
dcl t4
texld r4, t0, s0
texldp r6, t4, s3
texld r2, t3, s4
texld r3, t1, s2
mul r3.xyz, r3, c0
mov r0.y, t0.w
mov r0.x, t0.z
texld r0, r0, s1
mov r0.x, r0.w
mad_pp r5.xy, r0, c4.y, c4.z
mul_pp r0.xy, r5, r5
add_pp_sat r0.x, r0, r0.y
add_pp r1.x, -r0, c4.w
rsq_pp r1.x, r1.x
dp3 r0.x, t2, t2
rsq r0.x, r0.x
mul r0.xyz, r0.x, t2
rcp_pp r5.z, r1.x
dp3_sat r0.x, r0, r5
add r0.x, -r0, c4.w
pow_pp r1.w, r0.x, c2.x
mov_pp r0.x, r1.w
mul r1.xyz, r3, c0.w
mul r0.xyz, r0.x, c3
mad r0.xyz, r0, c3.w, r1
mul_pp r1.xyz, r2.w, r2
mul_pp r1.xyz, r1, c4.x
mul_pp r2.xyz, r2, r6.x
mul_pp r3.xyz, r1, r6.x
mul_pp r2.xyz, r2, c4.y
min_pp r1.xyz, r1, r2
max_pp r1.xyz, r1, r3
mul_pp r0.xyz, r0, c1.x
mov_pp r0.w, c1.x
mad_pp r0.xyz, r4, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 240 // 176 used size, 13 vars
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_Emissive] 2D 3
SetTexture 3 [_ShadowMapTexture] 2D 0
SetTexture 4 [unity_Lightmap] 2D 4
// 34 instructions, 3 temp regs, 0 temp arrays:
// ALU 24 float, 0 int, 0 uint
// TEX 5 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 240 // 176 used size, 13 vars
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_Emissive] 2D 3
SetTexture 3 [_ShadowMapTexture] 2D 0
SetTexture 4 [unity_Lightmap] 2D 4
// 34 instructions, 3 temp regs, 0 temp arrays:
// ALU 24 float, 0 int, 0 uint
// TEX 5 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_ShadowMapTexture] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 59 ALU, 6 TEX
PARAM c[10] = { program.local[0..5],
		{ 2, 1, 8, 0 },
		{ -0.40824828, -0.70710677, 0.57735026, 128 },
		{ -0.40824831, 0.70710677, 0.57735026 },
		{ 0.81649655, 0, 0.57735026 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TEMP R6;
TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R4, fragment.texcoord[3], texture[5], 2D;
TEX R1.xyz, fragment.texcoord[1], texture[2], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TXP R6.x, fragment.texcoord[4], texture[3], 2D;
TEX R3, fragment.texcoord[3], texture[4], 2D;
MAD R2.xy, R2.wyzw, c[6].x, -c[6].y;
MUL R2.zw, R2.xyxy, R2.xyxy;
ADD_SAT R2.z, R2, R2.w;
MUL R4.xyz, R4.w, R4;
MUL R5.xyz, R4, c[6].z;
MUL R4.xyz, R5.y, c[8];
MAD R4.xyz, R5.x, c[9], R4;
MAD R4.xyz, R5.z, c[7], R4;
DP3 R1.w, R4, R4;
RSQ R1.w, R1.w;
MUL R4.xyz, R1.w, R4;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R1.w, R1.w;
MAD R4.xyz, fragment.texcoord[2], R1.w, R4;
DP3 R1.w, R4, R4;
RSQ R1.w, R1.w;
MUL R4.xyz, R1.w, R4;
ADD R2.z, -R2, c[6].y;
RSQ R2.z, R2.z;
RCP R2.z, R2.z;
MOV R1.w, c[7];
MUL R1.xyz, R1, c[2];
DP3_SAT R6.w, R2, c[7];
DP3_SAT R6.y, R2, c[9];
DP3_SAT R6.z, R2, c[8];
DP3 R2.w, R6.yzww, R5;
MUL R5.xyz, R3.w, R3;
MUL R5.xyz, R5, R2.w;
MUL R3.xyz, R3, R6.x;
DP3 R2.w, R2, R4;
MUL R5.xyz, R5, c[6].z;
MUL R6.yzw, R3.xxyz, c[6].x;
MUL R3.xyz, R5, R6.x;
MIN R6.xyz, R5, R6.yzww;
MUL R4.xyz, R5, c[0];
MUL R5.xyz, R0.w, R4;
MAX R2.w, R2, c[6];
MUL R1.w, R1, c[1].x;
POW R1.w, R2.w, R1.w;
DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R2.w, R2.w;
MUL R4.xyz, R2.w, fragment.texcoord[2];
DP3_SAT R0.w, R4, R2;
ADD R0.w, -R0, c[6].y;
POW R0.w, R0.w, c[4].x;
MAX R3.xyz, R6, R3;
MUL R5.xyz, R5, R1.w;
MAD R0.xyz, R0, R3, R5;
MUL R1.xyz, R1, c[2].w;
MUL R2.xyz, R0.w, c[5];
MAD R1.xyz, R2, c[5].w, R1;
MAD result.color.xyz, R1, c[3].x, R0;
MOV result.color.w, c[3].x;
END
# 59 instructions, 7 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_ShadowMapTexture] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"ps_2_0
; 62 ALU, 6 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000
def c7, -0.40824828, -0.70710677, 0.57735026, 0.00000000
def c8, -0.40824831, 0.70710677, 0.57735026, 128.00000000
def c9, 0.81649655, 0.00000000, 0.57735026, 0
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3.xy
dcl t4
texldp r3, t4, s3
texld r1, t1, s2
texld r2, t0, s0
texld r4, t3, s4
texld r5, t3, s5
mul_pp r5.xyz, r5.w, r5
mul_pp r5.xyz, r5, c6.w
mul r6.xyz, r5.y, c8
mad r6.xyz, r5.x, c9, r6
mul r1.xyz, r1, c2
mad r6.xyz, r5.z, c7, r6
mov r0.y, t0.w
mov r0.x, t0.z
mul r1.xyz, r1, c2.w
texld r0, r0, s1
dp3 r0.x, r6, r6
rsq r0.x, r0.x
mul r6.xyz, r0.x, r6
mov r0.x, r0.w
mad_pp r8.xy, r0, c6.x, c6.y
dp3_pp r0.x, t2, t2
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t2, r0.x, r6
mul_pp r7.xy, r8, r8
add_pp_sat r6.x, r7, r7.y
dp3_pp r7.x, r0, r0
rsq_pp r7.x, r7.x
add_pp r6.x, -r6, c6.z
rsq_pp r6.x, r6.x
rcp_pp r8.z, r6.x
mul_pp r0.xyz, r7.x, r0
dp3_pp r0.x, r8, r0
mov_pp r6.x, c1
max_pp r0.x, r0, c7.w
mul_pp r6.x, c8.w, r6
pow r7.x, r0.x, r6.x
dp3_pp_sat r0.z, r8, c7
dp3_pp_sat r0.y, r8, c8
dp3_pp_sat r0.x, r8, c9
dp3_pp r0.x, r0, r5
mul_pp r5.xyz, r4.w, r4
mul_pp r0.xyz, r5, r0.x
mul_pp r4.xyz, r4, r3.x
mul_pp r0.xyz, r0, c6.w
mul_pp r4.xyz, r4, c6.x
dp3 r5.x, t2, t2
rsq r5.x, r5.x
mul r5.xyz, r5.x, t2
min_pp r4.xyz, r0, r4
mul_pp r3.xyz, r0, r3.x
mul_pp r0.xyz, r0, c0
max_pp r3.xyz, r4, r3
mov r4.x, r7.x
mul_pp r0.xyz, r2.w, r0
mul r0.xyz, r0, r4.x
dp3_sat r5.x, r5, r8
mad_pp r0.xyz, r2, r3, r0
add r4.x, -r5, c6.z
pow_pp r2.w, r4.x, c4.x
mul r2.xyz, r2.w, c5
mad r1.xyz, r2, c5.w, r1
mov_pp r0.w, c3.x
mad_pp r0.xyz, r1, c3.x, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 240 // 176 used size, 13 vars
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_Emissive] 2D 3
SetTexture 3 [_ShadowMapTexture] 2D 0
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 60 instructions, 5 temp regs, 0 temp arrays:
// ALU 45 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 240 // 176 used size, 13 vars
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_Emissive] 2D 3
SetTexture 3 [_ShadowMapTexture] 2D 0
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 60 instructions, 5 temp regs, 0 temp arrays:
// ALU 45 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecednhfdknampidamjiajplbdpdmgohgpndcabaaaaaaciaoaaaaaeaaaaaa
daaaaaaaaaafaaaadmanaaaapeanaaaaebgpgodjmiaeaaaamiaeaaaaaaacpppp
heaeaaaafeaaaaaaacaadmaaaaaafeaaaaaafeaaagaaceaaaaaafeaaadaaaaaa
aaababaaabacacaaacadadaaaeaeaeaaafafafaaaaaaacaaabaaaaaaaaaaaaaa
aaaaahaaaeaaabaaaaaaaaaaaaacppppfbaaaaafafaaapkaaaaaaaeaaaaaialp
aaaaaaaaaaaaiadpfbaaaaafagaaapkaomafnblopdaedfdpdkmnbddpaaaaaaed
fbaaaaafahaaapkaolafnblopdaedflpdkmnbddpaaaaaaaafbaaaaafaiaaapka
aaaaaaebdkmnbddpaaaaaaaaolaffbdpbpaaaaacaaaaaaiaaaaaaplabpaaaaac
aaaaaaiaabaaaplabpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaiaadaaapla
bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja
acaiapkabpaaaaacaaaaaajaadaiapkabpaaaaacaaaaaajaaeaiapkabpaaaaac
aaaaaajaafaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaappla
abaaaaacabaaadiaabaabllaagaaaaacaaaaaeiaadaapplaafaaaaadacaaadia
aaaakkiaadaaoelaecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadadaacpia
abaaoeiaafaioekaecaaaaadabaacpiaabaaoeiaaeaioekaecaaaaadacaacpia
acaaoeiaaaaioekaecaaaaadaeaacpiaaaaaoelaabaioekaecaaaaadafaaapia
abaaoelaadaioekaaeaaaaaeagaacbiaaaaappiaafaaaakaafaaffkaaeaaaaae
agaacciaaaaaffiaafaaaakaafaaffkafkaaaaaeafaadiiaagaaoeiaagaaoeia
afaakkkaacaaaaadafaaciiaafaappibafaappkaahaaaaacafaaciiaafaappia
agaaaaacagaaceiaafaappiaaiaaaaadaaaadbiaaiaablkaagaaoeiaaiaaaaad
aaaadciaagaaoekaagaaoeiaaiaaaaadaaaadeiaahaaoekaagaaoeiaafaaaaad
aaaaciiaadaappiaaiaaaakaafaaaaadadaachiaadaaoeiaaaaappiaaiaaaaad
adaaciiaaaaaoeiaadaaoeiaafaaaaadabaaciiaabaappiaaiaaaakaafaaaaad
aaaachiaabaaoeiaabaappiaafaaaaadaaaachiaadaappiaaaaaoeiaacaaaaad
aaaaciiaacaaaaiaacaaaaiaafaaaaadacaachiaacaaaaiaaaaaoeiaafaaaaad
abaachiaabaaoeiaaaaappiaakaaaaadahaachiaabaaoeiaaaaaoeiaafaaaaad
aaaachiaaaaaoeiaaaaaoekaalaaaaadabaachiaahaaoeiaacaaoeiaafaaaaad
abaachiaabaaoeiaaeaaoeiaafaaaaadaaaaahiaaeaappiaaaaaoeiaafaaaaad
acaaahiaadaaffiaagaaoekaaeaaaaaeacaaahiaadaaaaiaaiaablkaacaaoeia
aeaaaaaeacaaahiaadaakkiaahaaoekaacaaoeiaaiaaaaadaaaaaiiaacaaoeia
acaaoeiaahaaaaacaaaaaiiaaaaappiaceaaaaacadaaahiaacaaoelaaeaaaaae
acaachiaacaaoeiaaaaappiaadaaoeiaaiaaaaadaaaabiiaadaaoeiaagaaoeia
acaaaaadaaaaciiaaaaappibafaappkacaaaaaadabaaaiiaaaaappiaadaaffka
afaaaaadadaaahiaabaappiaaeaaoekaceaaaaacaeaachiaacaaoeiaaiaaaaad
aaaaciiaagaaoeiaaeaaoeiaalaaaaadabaaaiiaaaaappiaafaakkkaabaaaaac
aaaaaiiaagaappkaafaaaaadaaaaaiiaaaaappiaabaaaakacaaaaaadadaaciia
abaappiaaaaappiaaeaaaaaeaaaachiaaaaaoeiaadaappiaabaaoeiaafaaaaad
abaaahiaafaaoeiaacaaoekaafaaaaadabaaahiaabaaoeiaacaappkaaeaaaaae
abaachiaadaaoeiaaeaappkaabaaoeiaaeaaaaaeaaaachiaabaaoeiaadaaaaka
aaaaoeiaabaaaaacaaaaciiaadaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaa
fdeieefcdeaiaaaaeaaaaaaaanacaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa
acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafkaaaaad
aagabaaaafaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa
abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa
adaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaaffffaaaafibiaaaeaahabaaa
afaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaa
gcbaaaadmcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadlcbabaaa
aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaaefaaaaajpcaabaaa
aaaaaaaaogbkbaaaacaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaah
icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa
abaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaa
ogbkbaaaacaaaaaaeghobaaaafaaaaaaaagabaaaafaaaaaadiaaaaahicaabaaa
aaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaa
egacbaaaacaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaadaaaaaaogbkbaaa
abaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaaadaaaaaa
hgapbaaaadaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa
aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa
adaaaaaaegaabaaaadaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa
abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa
abeaaaaaaaaaiadpelaaaaafecaabaaaadaaaaaadkaabaaaaaaaaaaaapcaaaak
bcaabaaaaeaaaaaaaceaaaaaolaffbdpdkmnbddpaaaaaaaaaaaaaaaaigaabaaa
adaaaaaabacaaaakccaabaaaaeaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddp
aaaaaaaaegacbaaaadaaaaaabacaaaakecaabaaaaeaaaaaaaceaaaaaolafnblo
pdaedflpdkmnbddpaaaaaaaaegacbaaaadaaaaaabaaaaaahicaabaaaaaaaaaaa
egacbaaaaeaaaaaaegacbaaaacaaaaaadiaaaaahhcaabaaaabaaaaaapgapbaaa
aaaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaaeaaaaaaegbabaaaaeaaaaaa
pgbpbaaaaeaaaaaaefaaaaajpcaabaaaaeaaaaaaegaabaaaaeaaaaaaeghobaaa
adaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaaeaaaaaa
akaabaaaaeaaaaaadiaaaaahhcaabaaaaeaaaaaaegacbaaaabaaaaaaagaabaaa
aeaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaa
ddaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadiaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadeaaaaah
hcaabaaaaaaaaaaaegacbaaaaeaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaa
aeaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaeaaaaaadiaaaaahhcaabaaa
abaaaaaaegacbaaaabaaaaaapgapbaaaaeaaaaaadiaaaaakhcaabaaaaeaaaaaa
fgafbaaaacaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaam
lcaabaaaacaaaaaaagaabaaaacaaaaaaaceaaaaaolaffbdpaaaaaaaaaaaaaaaa
dkmnbddpegaibaaaaeaaaaaadcaaaaamhcaabaaaacaaaaaakgakbaaaacaaaaaa
aceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaaegadbaaaacaaaaaabaaaaaah
icaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaacaaaaaaeeaaaaaficaabaaa
aaaaaaaadkaabaaaaaaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaadaaaaaa
egbcbaaaadaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaah
hcaabaaaaeaaaaaapgapbaaaabaaaaaaegbcbaaaadaaaaaadcaaaaajhcaabaaa
acaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaaeaaaaaabacaaaah
icaabaaaaaaaaaaaegacbaaaaeaaaaaaegacbaaaadaaaaaaaaaaaaaiicaabaaa
aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaa
aaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaa
bkiacaaaaaaaaaaaajaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa
diaaaaaihcaabaaaaeaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaaakaaaaaa
baaaaaahicaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaacaaaaaaeeaaaaaf
icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa
aaaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaadaaaaaa
egacbaaaacaaaaaadeaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa
aaaaaaaacpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaa
abaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaadkaabaaaabaaaaaabjaaaaaficaabaaaaaaaaaaa
dkaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaa
aaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaacaaaaaa
eghobaaaacaaaaaaaagabaaaadaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa
abaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa
abaaaaaapgipcaaaaaaaaaaaaiaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaa
aeaaaaaapgipcaaaaaaaaaaaakaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaa
aaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaaajaaaaaaegacbaaaaaaaaaaa
dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaajaaaaaadoaaaaabejfdeheo
laaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaa
abaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaa
adaaaaaaacaaaaaaamamaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahahaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklkl"
}

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

}
	}
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardAdd" }
		ZWrite Off Blend One One Fog { Color (0,0,0,0) }
Program "vp" {
// Vertex combos: 5
//   opengl - ALU: 26 to 35
//   d3d9 - ALU: 29 to 38
//   d3d11 - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 17 [_WorldSpaceCameraPos]
Vector 18 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 19 [unity_Scale]
Matrix 13 [_LightMatrix0]
Vector 20 [_MainTex_ST]
Vector 21 [_BumpMap_ST]
"!!ARBvp1.0
# 34 ALU
PARAM c[22] = { { 1 },
		state.matrix.mvp,
		program.local[5..21] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MOV R1.xyz, c[17];
MOV R1.w, c[0].x;
MOV R0.xyz, vertex.attrib[14];
DP4 R2.z, R1, c[11];
DP4 R2.y, R1, c[10];
DP4 R2.x, R1, c[9];
MAD R2.xyz, R2, c[19].w, -vertex.position;
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R0, c[18];
MUL R1.xyz, R1, vertex.attrib[14].w;
DP4 R3.z, R0, c[11];
DP4 R3.x, R0, c[9];
DP4 R3.y, R0, c[10];
MAD R0.xyz, R3, c[19].w, -vertex.position;
DP3 result.texcoord[1].y, R0, R1;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP4 R0.w, vertex.position, c[8];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP3 result.texcoord[2].y, R1, R2;
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, vertex.attrib[14], R2;
DP4 result.texcoord[3].z, R0, c[15];
DP4 result.texcoord[3].y, R0, c[14];
DP4 result.texcoord[3].x, R0, c[13];
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 34 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 18 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 19 [_MainTex_ST]
Vector 20 [_BumpMap_ST]
"vs_2_0
; 37 ALU
def c21, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c21.x
mov r0.xyz, c16
dp4 r1.z, r0, c10
dp4 r1.y, r0, c9
dp4 r1.x, r0, c8
mad r3.xyz, r1, c18.w, -v0
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mul r2.xyz, r1, v1.w
mov r0, c10
dp4 r4.z, c17, r0
mov r0, c9
dp4 r4.y, c17, r0
mov r1, c8
dp4 r4.x, c17, r1
mad r0.xyz, r4, c18.w, -v0
dp3 oT1.y, r0, r2
dp3 oT1.z, v2, r0
dp3 oT1.x, r0, v1
dp4 r0.w, v0, c7
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp3 oT2.y, r2, r3
dp3 oT2.z, v2, r3
dp3 oT2.x, v1, r3
dp4 oT3.z, r0, c14
dp4 oT3.y, r0, c13
dp4 oT3.x, r0, c12
mad oT0.zw, v3.xyxy, c20.xyxy, c20
mad oT0.xy, v3, c19, c19.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 34 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
  xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 tmpvar_14;
  tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_11 = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  mediump vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_23;
  atten_23 = texture2D (_LightTexture0, vec2(tmpvar_22)).w;
  lowp vec4 c_24;
  highp float nh_25;
  lowp float tmpvar_26;
  tmpvar_26 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_27;
  tmpvar_27 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_25 = tmpvar_27;
  mediump float arg1_28;
  arg1_28 = (_Shininess * 128.0);
  highp float tmpvar_29;
  tmpvar_29 = (pow (nh_25, arg1_28) * tmpvar_8);
  highp vec3 tmpvar_30;
  tmpvar_30 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_26) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_29)) * (atten_23 * 2.0));
  c_24.xyz = tmpvar_30;
  highp float tmpvar_31;
  tmpvar_31 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_29) * atten_23));
  c_24.w = tmpvar_31;
  c_1.xyz = c_24.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
  xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 normal_14;
  normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0)));
  normal_11 = normal_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  mediump vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_23;
  atten_23 = texture2D (_LightTexture0, vec2(tmpvar_22)).w;
  lowp vec4 c_24;
  highp float nh_25;
  lowp float tmpvar_26;
  tmpvar_26 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_27;
  tmpvar_27 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_25 = tmpvar_27;
  mediump float arg1_28;
  arg1_28 = (_Shininess * 128.0);
  highp float tmpvar_29;
  tmpvar_29 = (pow (nh_25, arg1_28) * tmpvar_8);
  highp vec3 tmpvar_30;
  tmpvar_30 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_26) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_29)) * (atten_23 * 2.0));
  c_24.xyz = tmpvar_30;
  highp float tmpvar_31;
  tmpvar_31 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_29) * atten_23));
  c_24.w = tmpvar_31;
  c_1.xyz = c_24.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 34 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
#line 388
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 400
#line 424
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 432
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
#line 388
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 400
#line 424
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 400
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 404
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 408
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 412
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 442
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 444
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    SurfaceOutput o;
    #line 448
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 452
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0));
    #line 456
    c.w = 0.0;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in mediump vec3 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 9 [_WorldSpaceCameraPos]
Vector 10 [_WorldSpaceLightPos0]
Matrix 5 [_World2Object]
Vector 11 [unity_Scale]
Vector 12 [_MainTex_ST]
Vector 13 [_BumpMap_ST]
"!!ARBvp1.0
# 26 ALU
PARAM c[14] = { { 1 },
		state.matrix.mvp,
		program.local[5..13] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MOV R1.xyz, c[9];
MOV R1.w, c[0].x;
MOV R0.xyz, vertex.attrib[14];
DP4 R2.z, R1, c[7];
DP4 R2.y, R1, c[6];
DP4 R2.x, R1, c[5];
MAD R2.xyz, R2, c[11].w, -vertex.position;
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R0, c[10];
MUL R1.xyz, R1, vertex.attrib[14].w;
DP4 R3.z, R0, c[7];
DP4 R3.y, R0, c[6];
DP4 R3.x, R0, c[5];
DP3 result.texcoord[1].y, R3, R1;
DP3 result.texcoord[2].y, R1, R2;
DP3 result.texcoord[1].z, vertex.normal, R3;
DP3 result.texcoord[1].x, R3, vertex.attrib[14];
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, vertex.attrib[14], R2;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[13].xyxy, c[13];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[12], c[12].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 26 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceCameraPos]
Vector 9 [_WorldSpaceLightPos0]
Matrix 4 [_World2Object]
Vector 10 [unity_Scale]
Vector 11 [_MainTex_ST]
Vector 12 [_BumpMap_ST]
"vs_2_0
; 29 ALU
def c13, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c13.x
mov r0.xyz, c8
dp4 r1.z, r0, c6
dp4 r1.y, r0, c5
dp4 r1.x, r0, c4
mad r3.xyz, r1, c10.w, -v0
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mul r2.xyz, r1, v1.w
mov r0, c6
dp4 r4.z, c9, r0
mov r0, c5
mov r1, c4
dp4 r4.y, c9, r0
dp4 r4.x, c9, r1
dp3 oT1.y, r4, r2
dp3 oT2.y, r2, r3
dp3 oT1.z, v2, r4
dp3 oT1.x, r4, v1
dp3 oT2.z, v2, r3
dp3 oT2.x, v1, r3
mad oT0.zw, v3.xyxy, c12.xyxy, c12
mad oT0.xy, v3, c11, c11.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 144 // 144 used size, 10 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 12 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
}



#endif
#ifdef FRAGMENT

varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 tmpvar_14;
  tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_11 = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_21;
  highp float nh_22;
  lowp float tmpvar_23;
  tmpvar_23 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_24;
  tmpvar_24 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_22 = tmpvar_24;
  mediump float arg1_25;
  arg1_25 = (_Shininess * 128.0);
  highp float tmpvar_26;
  tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_8);
  highp vec3 tmpvar_27;
  tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * 2.0);
  c_21.xyz = tmpvar_27;
  highp float tmpvar_28;
  tmpvar_28 = (tmpvar_9 + ((_LightColor0.w * _SpecColor.w) * tmpvar_26));
  c_21.w = tmpvar_28;
  c_1.xyz = c_21.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
}



#endif
#ifdef FRAGMENT

varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 normal_14;
  normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0)));
  normal_11 = normal_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_21;
  highp float nh_22;
  lowp float tmpvar_23;
  tmpvar_23 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_24;
  tmpvar_24 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_22 = tmpvar_24;
  mediump float arg1_25;
  arg1_25 = (_Shininess * 128.0);
  highp float tmpvar_26;
  tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_8);
  highp vec3 tmpvar_27;
  tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * 2.0);
  c_21.xyz = tmpvar_27;
  highp float tmpvar_28;
  tmpvar_28 = (tmpvar_9 + ((_LightColor0.w * _SpecColor.w) * tmpvar_26));
  c_21.w = tmpvar_28;
  c_1.xyz = c_21.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 144 // 144 used size, 10 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 25 instructions, 2 temp regs, 0 temp arrays:
// ALU 12 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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acaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa
abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaa
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acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa
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jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa
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acaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa
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aeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa
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pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa
adaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaa
egbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaa
acaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa
jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaa
aeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
heaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa
adaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl
"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 421
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 438
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 423
v2f_surf vert_surf( in appdata_full v ) {
    #line 425
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 429
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    #line 433
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 421
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 438
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 442
    surfIN.uv_BumpMap = IN.pack0.zw;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 446
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 450
    lowp vec3 lightDir = IN.lightDir;
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), 1.0);
    c.w = 0.0;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in mediump vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 17 [_WorldSpaceCameraPos]
Vector 18 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 19 [unity_Scale]
Matrix 13 [_LightMatrix0]
Vector 20 [_MainTex_ST]
Vector 21 [_BumpMap_ST]
"!!ARBvp1.0
# 35 ALU
PARAM c[22] = { { 1 },
		state.matrix.mvp,
		program.local[5..21] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MOV R1.xyz, c[17];
MOV R1.w, c[0].x;
MOV R0.xyz, vertex.attrib[14];
DP4 R2.z, R1, c[11];
DP4 R2.y, R1, c[10];
DP4 R2.x, R1, c[9];
MAD R2.xyz, R2, c[19].w, -vertex.position;
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R0, c[18];
MUL R1.xyz, R1, vertex.attrib[14].w;
DP4 R3.z, R0, c[11];
DP4 R3.x, R0, c[9];
DP4 R3.y, R0, c[10];
MAD R0.xyz, R3, c[19].w, -vertex.position;
DP4 R0.w, vertex.position, c[8];
DP3 result.texcoord[1].y, R0, R1;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP3 result.texcoord[2].y, R1, R2;
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, vertex.attrib[14], R2;
DP4 result.texcoord[3].w, R0, c[16];
DP4 result.texcoord[3].z, R0, c[15];
DP4 result.texcoord[3].y, R0, c[14];
DP4 result.texcoord[3].x, R0, c[13];
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 35 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 18 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 19 [_MainTex_ST]
Vector 20 [_BumpMap_ST]
"vs_2_0
; 38 ALU
def c21, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c21.x
mov r0.xyz, c16
dp4 r1.z, r0, c10
dp4 r1.y, r0, c9
dp4 r1.x, r0, c8
mad r3.xyz, r1, c18.w, -v0
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mul r2.xyz, r1, v1.w
mov r0, c10
dp4 r4.z, c17, r0
mov r0, c9
dp4 r4.y, c17, r0
mov r1, c8
dp4 r4.x, c17, r1
mad r0.xyz, r4, c18.w, -v0
dp4 r0.w, v0, c7
dp3 oT1.y, r0, r2
dp3 oT1.z, v2, r0
dp3 oT1.x, r0, v1
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp3 oT2.y, r2, r3
dp3 oT2.z, v2, r3
dp3 oT2.x, v1, r3
dp4 oT3.w, r0, c15
dp4 oT3.z, r0, c14
dp4 oT3.y, r0, c13
dp4 oT3.x, r0, c12
mad oT0.zw, v3.xyxy, c20.xyxy, c20
mad oT0.xy, v3, c19, c19.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 34 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
  xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 tmpvar_14;
  tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_11 = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  mediump vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_21;
  highp vec2 P_22;
  P_22 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5);
  highp float tmpvar_23;
  tmpvar_23 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz);
  lowp float atten_24;
  atten_24 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_22).w) * texture2D (_LightTextureB0, vec2(tmpvar_23)).w);
  lowp vec4 c_25;
  highp float nh_26;
  lowp float tmpvar_27;
  tmpvar_27 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_28;
  tmpvar_28 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_26 = tmpvar_28;
  mediump float arg1_29;
  arg1_29 = (_Shininess * 128.0);
  highp float tmpvar_30;
  tmpvar_30 = (pow (nh_26, arg1_29) * tmpvar_8);
  highp vec3 tmpvar_31;
  tmpvar_31 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_27) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_30)) * (atten_24 * 2.0));
  c_25.xyz = tmpvar_31;
  highp float tmpvar_32;
  tmpvar_32 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_30) * atten_24));
  c_25.w = tmpvar_32;
  c_1.xyz = c_25.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
  xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 normal_14;
  normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0)));
  normal_11 = normal_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  mediump vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_21;
  highp vec2 P_22;
  P_22 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5);
  highp float tmpvar_23;
  tmpvar_23 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz);
  lowp float atten_24;
  atten_24 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_22).w) * texture2D (_LightTextureB0, vec2(tmpvar_23)).w);
  lowp vec4 c_25;
  highp float nh_26;
  lowp float tmpvar_27;
  tmpvar_27 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_28;
  tmpvar_28 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_26 = tmpvar_28;
  mediump float arg1_29;
  arg1_29 = (_Shininess * 128.0);
  highp float tmpvar_30;
  tmpvar_30 = (pow (nh_26, arg1_29) * tmpvar_8);
  highp vec3 tmpvar_31;
  tmpvar_31 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_27) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_30)) * (atten_24 * 2.0));
  c_25.xyz = tmpvar_31;
  highp float tmpvar_32;
  tmpvar_32 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_30) * atten_24));
  c_25.w = tmpvar_32;
  c_1.xyz = c_25.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 34 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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pcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaobaaa
abaaaaaadcaaaaakpccabaaaaeaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaa
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adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 401
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 424
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
    highp vec4 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
#line 397
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 433
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    #line 437
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 441
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    #line 445
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex));
    #line 449
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 401
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 424
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
    highp vec4 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
#line 397
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 433
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 389
lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) {
    return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w;
}
#line 385
lowp float UnitySpotCookie( in highp vec4 LightCoord ) {
    return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 409
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 413
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 417
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 421
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 451
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 453
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    SurfaceOutput o;
    #line 457
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 461
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0));
    #line 465
    c.w = 0.0;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in mediump vec3 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN._LightCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 17 [_WorldSpaceCameraPos]
Vector 18 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 19 [unity_Scale]
Matrix 13 [_LightMatrix0]
Vector 20 [_MainTex_ST]
Vector 21 [_BumpMap_ST]
"!!ARBvp1.0
# 34 ALU
PARAM c[22] = { { 1 },
		state.matrix.mvp,
		program.local[5..21] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MOV R1.xyz, c[17];
MOV R1.w, c[0].x;
MOV R0.xyz, vertex.attrib[14];
DP4 R2.z, R1, c[11];
DP4 R2.y, R1, c[10];
DP4 R2.x, R1, c[9];
MAD R2.xyz, R2, c[19].w, -vertex.position;
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R0, c[18];
MUL R1.xyz, R1, vertex.attrib[14].w;
DP4 R3.z, R0, c[11];
DP4 R3.x, R0, c[9];
DP4 R3.y, R0, c[10];
MAD R0.xyz, R3, c[19].w, -vertex.position;
DP3 result.texcoord[1].y, R0, R1;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP4 R0.w, vertex.position, c[8];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP3 result.texcoord[2].y, R1, R2;
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, vertex.attrib[14], R2;
DP4 result.texcoord[3].z, R0, c[15];
DP4 result.texcoord[3].y, R0, c[14];
DP4 result.texcoord[3].x, R0, c[13];
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 34 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 18 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 19 [_MainTex_ST]
Vector 20 [_BumpMap_ST]
"vs_2_0
; 37 ALU
def c21, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c21.x
mov r0.xyz, c16
dp4 r1.z, r0, c10
dp4 r1.y, r0, c9
dp4 r1.x, r0, c8
mad r3.xyz, r1, c18.w, -v0
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mul r2.xyz, r1, v1.w
mov r0, c10
dp4 r4.z, c17, r0
mov r0, c9
dp4 r4.y, c17, r0
mov r1, c8
dp4 r4.x, c17, r1
mad r0.xyz, r4, c18.w, -v0
dp3 oT1.y, r0, r2
dp3 oT1.z, v2, r0
dp3 oT1.x, r0, v1
dp4 r0.w, v0, c7
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp3 oT2.y, r2, r3
dp3 oT2.z, v2, r3
dp3 oT2.x, v1, r3
dp4 oT3.z, r0, c14
dp4 oT3.y, r0, c13
dp4 oT3.x, r0, c12
mad oT0.zw, v3.xyxy, c20.xyxy, c20
mad oT0.xy, v3, c19, c19.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 34 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
  xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 tmpvar_14;
  tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_11 = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  mediump vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_23;
  atten_23 = (texture2D (_LightTextureB0, vec2(tmpvar_22)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w);
  lowp vec4 c_24;
  highp float nh_25;
  lowp float tmpvar_26;
  tmpvar_26 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_27;
  tmpvar_27 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_25 = tmpvar_27;
  mediump float arg1_28;
  arg1_28 = (_Shininess * 128.0);
  highp float tmpvar_29;
  tmpvar_29 = (pow (nh_25, arg1_28) * tmpvar_8);
  highp vec3 tmpvar_30;
  tmpvar_30 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_26) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_29)) * (atten_23 * 2.0));
  c_24.xyz = tmpvar_30;
  highp float tmpvar_31;
  tmpvar_31 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_29) * atten_23));
  c_24.w = tmpvar_31;
  c_1.xyz = c_24.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
  xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 normal_14;
  normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0)));
  normal_11 = normal_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  mediump vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_23;
  atten_23 = (texture2D (_LightTextureB0, vec2(tmpvar_22)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w);
  lowp vec4 c_24;
  highp float nh_25;
  lowp float tmpvar_26;
  tmpvar_26 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_27;
  tmpvar_27 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_25 = tmpvar_27;
  mediump float arg1_28;
  arg1_28 = (_Shininess * 128.0);
  highp float tmpvar_29;
  tmpvar_29 = (pow (nh_25, arg1_28) * tmpvar_8);
  highp vec3 tmpvar_30;
  tmpvar_30 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_26) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_29)) * (atten_23 * 2.0));
  c_24.xyz = tmpvar_30;
  highp float tmpvar_31;
  tmpvar_31 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_29) * atten_23));
  c_24.w = tmpvar_31;
  c_1.xyz = c_24.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 34 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa
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hcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaa
abaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaa
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jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
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imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaa
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adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 393
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 388
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 392
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    #line 429
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 433
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    #line 437
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    #line 441
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 393
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 416
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
#line 388
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 392
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 409
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 413
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 443
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 445
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    SurfaceOutput o;
    #line 449
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 453
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0));
    #line 457
    c.w = 0.0;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in mediump vec3 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 17 [_WorldSpaceCameraPos]
Vector 18 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 19 [unity_Scale]
Matrix 13 [_LightMatrix0]
Vector 20 [_MainTex_ST]
Vector 21 [_BumpMap_ST]
"!!ARBvp1.0
# 32 ALU
PARAM c[22] = { { 1 },
		state.matrix.mvp,
		program.local[5..21] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MOV R1.xyz, c[17];
MOV R1.w, c[0].x;
MOV R0.xyz, vertex.attrib[14];
DP4 R2.z, R1, c[11];
DP4 R2.y, R1, c[10];
DP4 R2.x, R1, c[9];
MAD R2.xyz, R2, c[19].w, -vertex.position;
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MOV R0, c[18];
MUL R1.xyz, R1, vertex.attrib[14].w;
DP4 R3.z, R0, c[11];
DP4 R3.y, R0, c[10];
DP4 R3.x, R0, c[9];
DP4 R0.w, vertex.position, c[8];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP3 result.texcoord[1].y, R3, R1;
DP3 result.texcoord[2].y, R1, R2;
DP3 result.texcoord[1].z, vertex.normal, R3;
DP3 result.texcoord[1].x, R3, vertex.attrib[14];
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, vertex.attrib[14], R2;
DP4 result.texcoord[3].y, R0, c[14];
DP4 result.texcoord[3].x, R0, c[13];
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 32 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 18 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 19 [_MainTex_ST]
Vector 20 [_BumpMap_ST]
"vs_2_0
; 35 ALU
def c21, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c21.x
mov r0.xyz, c16
dp4 r1.z, r0, c10
dp4 r1.y, r0, c9
dp4 r1.x, r0, c8
mad r3.xyz, r1, c18.w, -v0
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r1.xyz, v2.yzxw, r0.zxyw, -r1
mul r2.xyz, r1, v1.w
mov r0, c10
dp4 r4.z, c17, r0
mov r0, c9
dp4 r4.y, c17, r0
mov r1, c8
dp4 r4.x, c17, r1
dp4 r0.w, v0, c7
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp3 oT1.y, r4, r2
dp3 oT2.y, r2, r3
dp3 oT1.z, v2, r4
dp3 oT1.x, r4, v1
dp3 oT2.z, v2, r3
dp3 oT2.x, v1, r3
dp4 oT3.y, r0, c13
dp4 oT3.x, r0, c12
mad oT0.zw, v3.xyxy, c20.xyxy, c20
mad oT0.xy, v3, c19, c19.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 33 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
  xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy;
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 tmpvar_14;
  tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_11 = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp float atten_21;
  atten_21 = texture2D (_LightTexture0, xlv_TEXCOORD3).w;
  lowp vec4 c_22;
  highp float nh_23;
  lowp float tmpvar_24;
  tmpvar_24 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_25;
  tmpvar_25 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_23 = tmpvar_25;
  mediump float arg1_26;
  arg1_26 = (_Shininess * 128.0);
  highp float tmpvar_27;
  tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_8);
  highp vec3 tmpvar_28;
  tmpvar_28 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0));
  c_22.xyz = tmpvar_28;
  highp float tmpvar_29;
  tmpvar_29 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21));
  c_22.w = tmpvar_29;
  c_1.xyz = c_22.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  mediump vec3 tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec3 tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_6 = tmpvar_1.xyz;
  tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_8;
  tmpvar_8[0].x = tmpvar_6.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = tmpvar_2.x;
  tmpvar_8[1].x = tmpvar_6.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = tmpvar_2.y;
  tmpvar_8[2].x = tmpvar_6.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = tmpvar_2.z;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_4 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_5 = tmpvar_11;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = tmpvar_5;
  xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy;
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp vec3 tmpvar_7;
  lowp float tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec3 normal_11;
  highp vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  lowp vec3 normal_14;
  normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0)));
  normal_11 = normal_14;
  highp float tmpvar_15;
  tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0));
  rim_10 = tmpvar_15;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_17;
  tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_18;
  tmpvar_18 = color_12.xyz;
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = tmpvar_17;
  highp float tmpvar_19;
  tmpvar_19 = color_12.w;
  tmpvar_8 = tmpvar_19;
  tmpvar_6 = normal_11;
  highp vec3 tmpvar_20;
  tmpvar_20 = (tmpvar_7 * _Opacity);
  tmpvar_7 = tmpvar_20;
  tmpvar_9 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp float atten_21;
  atten_21 = texture2D (_LightTexture0, xlv_TEXCOORD3).w;
  lowp vec4 c_22;
  highp float nh_23;
  lowp float tmpvar_24;
  tmpvar_24 = max (0.0, dot (tmpvar_6, lightDir_2));
  mediump float tmpvar_25;
  tmpvar_25 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2)))));
  nh_23 = tmpvar_25;
  mediump float arg1_26;
  arg1_26 = (_Shininess * 128.0);
  highp float tmpvar_27;
  tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_8);
  highp vec3 tmpvar_28;
  tmpvar_28 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0));
  c_22.xyz = tmpvar_28;
  highp float tmpvar_29;
  tmpvar_29 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21));
  c_22.w = tmpvar_29;
  c_1.xyz = c_22.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
Vector 192 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 33 instructions, 2 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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acaaaaaaabaaaiaaaaaaaaaaadaaaaaaaeaaajaaaaaaaaaaadaaamaaajaaanaa
aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae
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agaaoekaabaaaaacaaaaapiaaiaaoekaafaaaaadabaaahiaaaaaffiabcaaoeka
aeaaaaaeabaaahiabbaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka
aaaakkiaabaaoeiaaeaaaaaeaaaaahiabeaaoekaaaaappiaaaaaoeiaaiaaaaad
abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia
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abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad
abaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaahaaoekaafaaaaadacaaahia
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egiocaaaaaaaaaaaanaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaae
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pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
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pccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
gfaaaaaddccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
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agiacaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
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dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaa
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bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa
abaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa
adaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaal
hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia
ebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa
baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa
apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaaaaaaaaaa
egiacaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaadcaaaaak
dcaabaaaaaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaabaaa
aaaaaaaadcaaaaakdccabaaaaeaaaaaaegiacaaaaaaaaaaaagaaaaaapgapbaaa
aaaaaaaaegaabaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa
jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa
afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa
adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
    highp vec2 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
#line 388
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 400
#line 424
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 432
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy;
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    mediump vec3 lightDir;
    mediump vec3 viewDir;
    highp vec2 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
#line 388
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 400
#line 424
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 400
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 404
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 408
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 412
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 442
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 444
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    SurfaceOutput o;
    #line 448
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 452
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, IN._LightCoord).w * 1.0));
    #line 456
    c.w = 0.0;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in mediump vec3 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN._LightCoord = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 5
//   opengl - ALU: 30 to 41, TEX: 2 to 4
//   d3d9 - ALU: 35 to 47, TEX: 2 to 4
//   d3d11 - ALU: 21 to 31, TEX: 2 to 4, FLOW: 1 to 1
//   d3d11_9x - ALU: 21 to 31, TEX: 2 to 4, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_LightTexture0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 35 ALU, 3 TEX
PARAM c[5] = { program.local[0..3],
		{ 0, 2, 1, 128 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
DP3 R1.x, fragment.texcoord[3], fragment.texcoord[3];
DP3 R1.z, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.x, R1.z;
MUL R2.xyz, R2.x, fragment.texcoord[1];
MOV result.color.w, c[4].x;
TEX R2.w, R1.x, texture[2], 2D;
MAD R1.xy, R1.wyzw, c[4].y, -c[4].z;
MUL R1.zw, R1.xyxy, R1.xyxy;
ADD_SAT R1.z, R1, R1.w;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R1.w, R1.w;
MAD R3.xyz, R1.w, fragment.texcoord[2], R2;
DP3 R1.w, R3, R3;
ADD R1.z, -R1, c[4];
RSQ R1.z, R1.z;
RCP R1.z, R1.z;
RSQ R3.w, R1.w;
DP3 R1.w, R1, R2;
MUL R2.xyz, R3.w, R3;
DP3 R1.x, R1, R2;
MOV R3.x, c[4].w;
MUL R1.y, R3.x, c[2].x;
MAX R1.x, R1, c[4];
POW R1.x, R1.x, R1.y;
MUL R0.w, R1.x, R0;
MUL R1.xyz, R0, c[0];
MAX R1.w, R1, c[4].x;
MUL R1.xyz, R1, R1.w;
MOV R0.xyz, c[1];
MUL R0.xyz, R0, c[0];
MUL R1.w, R2, c[4].y;
MAD R0.xyz, R0, R0.w, R1;
MUL result.color.xyz, R0, R1.w;
END
# 35 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_LightTexture0] 2D
"ps_2_0
; 40 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000
def c4, 128.00000000, 0, 0, 0
dcl t0
dcl t1.xyz
dcl t2.xyz
dcl t3.xyz
texld r2, t0, s0
dp3 r0.x, t3, t3
mov r1.xy, r0.x
mul_pp r2.xyz, r2, c0
mov r0.y, t0.w
mov r0.x, t0.z
texld r6, r1, s2
texld r0, r0, s1
mov r0.x, r0.w
mad_pp r4.xy, r0, c3.x, c3.y
mul_pp r0.xy, r4, r4
add_pp_sat r0.x, r0, r0.y
dp3_pp r1.x, t1, t1
rsq_pp r3.x, r1.x
dp3_pp r1.x, t2, t2
add_pp r0.x, -r0, c3.z
rsq_pp r0.x, r0.x
rcp_pp r4.z, r0.x
mov_pp r0.x, c2
mul_pp r3.xyz, r3.x, t1
rsq_pp r1.x, r1.x
mad_pp r5.xyz, r1.x, t2, r3
dp3_pp r1.x, r5, r5
rsq_pp r1.x, r1.x
mul_pp r1.xyz, r1.x, r5
dp3_pp r1.x, r4, r1
mul_pp r0.x, c4, r0
max_pp r1.x, r1, c3.w
pow r5.x, r1.x, r0.x
dp3_pp r1.x, r4, r3
max_pp r1.x, r1, c3.w
mul_pp r3.xyz, r2, r1.x
mov r0.x, r5.x
mov_pp r2.xyz, c0
mul r0.x, r0, r2.w
mul_pp r2.xyz, c1, r2
mul_pp r1.x, r6, c3
mad r0.xyz, r2, r0.x, r3
mul r0.xyz, r0, r1.x
mov_pp r0.w, c3
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "POINT" }
ConstBuffer "$Globals" 208 // 116 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_LightTexture0] 2D 0
// 34 instructions, 3 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "POINT" }
ConstBuffer "$Globals" 208 // 116 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_LightTexture0] 2D 0
// 34 instructions, 3 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 30 ALU, 2 TEX
PARAM c[5] = { program.local[0..3],
		{ 0, 2, 1, 128 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
MAD R1.xy, R1.wyzw, c[4].y, -c[4].z;
MUL R1.zw, R1.xyxy, R1.xyxy;
ADD_SAT R1.z, R1, R1.w;
DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2];
ADD R1.z, -R1, c[4];
RSQ R1.z, R1.z;
RCP R1.z, R1.z;
MOV R2.xyz, fragment.texcoord[1];
RSQ R2.w, R2.w;
MAD R2.xyz, R2.w, fragment.texcoord[2], R2;
DP3 R1.w, R2, R2;
RSQ R1.w, R1.w;
MUL R2.xyz, R1.w, R2;
DP3 R2.x, R1, R2;
MOV R1.w, c[4];
MUL R2.y, R1.w, c[2].x;
MAX R1.w, R2.x, c[4].x;
POW R1.w, R1.w, R2.y;
MUL R0.w, R1, R0;
DP3 R1.w, R1, fragment.texcoord[1];
MUL R1.xyz, R0, c[0];
MAX R1.w, R1, c[4].x;
MOV R0.xyz, c[1];
MUL R1.xyz, R1, R1.w;
MUL R0.xyz, R0, c[0];
MAD R0.xyz, R0, R0.w, R1;
MUL result.color.xyz, R0, c[4].y;
MOV result.color.w, c[4].x;
END
# 30 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
"ps_2_0
; 35 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000
def c4, 128.00000000, 0, 0, 0
dcl t0
dcl t1.xyz
dcl t2.xyz
texld r2, t0, s0
dp3_pp r1.x, t2, t2
rsq_pp r1.x, r1.x
mov_pp r3.xyz, t1
mad_pp r3.xyz, r1.x, t2, r3
mov r0.y, t0.w
mov r0.x, t0.z
texld r0, r0, s1
mov r0.x, r0.w
mad_pp r4.xy, r0, c3.x, c3.y
mul_pp r0.xy, r4, r4
add_pp_sat r0.x, r0, r0.y
add_pp r1.x, -r0, c3.z
dp3_pp r0.x, r3, r3
rsq_pp r1.x, r1.x
rcp_pp r4.z, r1.x
rsq_pp r0.x, r0.x
mul_pp r1.xyz, r0.x, r3
dp3_pp r1.x, r4, r1
mov_pp r0.x, c2
mul_pp r0.x, c4, r0
max_pp r1.x, r1, c3.w
pow r3.w, r1.x, r0.x
mov r0.x, r3.w
mul_pp r3.xyz, r2, c0
dp3_pp r1.x, r4, t1
max_pp r1.x, r1, c3.w
mov_pp r2.xyz, c0
mul r0.x, r0, r2.w
mul_pp r1.xyz, r3, r1.x
mul_pp r2.xyz, c1, r2
mad r0.xyz, r2, r0.x, r1
mul r0.xyz, r0, c3.x
mov_pp r0.w, c3
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 144 // 52 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
// 28 instructions, 3 temp regs, 0 temp arrays:
// ALU 21 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 144 // 52 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
// 28 instructions, 3 temp regs, 0 temp arrays:
// ALU 21 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_LightTexture0] 2D
SetTexture 3 [_LightTextureB0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 41 ALU, 4 TEX
PARAM c[6] = { program.local[0..3],
		{ 0, 2, 1, 128 },
		{ 0.5 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R2, fragment.texcoord[0], texture[0], 2D;
DP3 R0.z, fragment.texcoord[3], fragment.texcoord[3];
RCP R0.x, fragment.texcoord[3].w;
MAD R0.xy, fragment.texcoord[3], R0.x, c[5].x;
MAD R3.xy, R3.wyzw, c[4].y, -c[4].z;
MOV result.color.w, c[4].x;
TEX R0.w, R0, texture[2], 2D;
TEX R1.w, R0.z, texture[3], 2D;
DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.z, R0.x;
MUL R0.xy, R3, R3;
ADD_SAT R0.x, R0, R0.y;
ADD R3.z, -R0.x, c[4];
DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2];
RSQ R3.z, R3.z;
MUL R1.xyz, R0.z, fragment.texcoord[1];
RSQ R0.x, R0.y;
MAD R0.xyz, R0.x, fragment.texcoord[2], R1;
DP3 R3.w, R0, R0;
RCP R3.z, R3.z;
DP3 R1.x, R3, R1;
RSQ R3.w, R3.w;
MUL R0.xyz, R3.w, R0;
DP3 R0.x, R3, R0;
MOV R1.y, c[4].w;
MUL R0.y, R1, c[2].x;
MAX R0.x, R0, c[4];
POW R0.x, R0.x, R0.y;
MUL R2.w, R0.x, R2;
MUL R0.xyz, R2, c[0];
MAX R1.x, R1, c[4];
MUL R1.xyz, R0, R1.x;
MOV R0.xyz, c[1];
SLT R2.x, c[4], fragment.texcoord[3].z;
MUL R0.w, R2.x, R0;
MUL R0.w, R0, R1;
MUL R0.xyz, R0, c[0];
MUL R0.w, R0, c[4].y;
MAD R0.xyz, R0, R2.w, R1;
MUL result.color.xyz, R0, R0.w;
END
# 41 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_LightTexture0] 2D
SetTexture 3 [_LightTextureB0] 2D
"ps_2_0
; 47 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000
def c4, 128.00000000, 0.50000000, 0, 0
dcl t0
dcl t1.xyz
dcl t2.xyz
dcl t3
rcp r2.x, t3.w
mad r3.xy, t3, r2.x, c4.y
mov r0.y, t0.w
mov r0.x, t0.z
mov r1.xy, r0
dp3 r0.x, t3, t3
mov r2.xy, r0.x
texld r6, r2, s3
texld r1, r1, s1
texld r2, t0, s0
texld r0, r3, s2
dp3_pp r1.x, t1, t1
rsq_pp r3.x, r1.x
dp3_pp r1.x, t2, t2
mov r0.y, r1
mov r0.x, r1.w
mad_pp r4.xy, r0, c3.x, c3.y
mul_pp r0.xy, r4, r4
add_pp_sat r0.x, r0, r0.y
add_pp r0.x, -r0, c3.z
rsq_pp r0.x, r0.x
rcp_pp r4.z, r0.x
mov_pp r0.x, c2
mul_pp r3.xyz, r3.x, t1
rsq_pp r1.x, r1.x
mad_pp r5.xyz, r1.x, t2, r3
dp3_pp r1.x, r5, r5
rsq_pp r1.x, r1.x
mul_pp r1.xyz, r1.x, r5
dp3_pp r1.x, r4, r1
mul_pp r0.x, c4, r0
max_pp r1.x, r1, c3.w
pow r5.x, r1.x, r0.x
dp3_pp r1.x, r4, r3
mov r0.x, r5.x
mul r0.x, r0, r2.w
mov_pp r3.xyz, c0
max_pp r1.x, r1, c3.w
mul_pp r2.xyz, r2, c0
mul_pp r2.xyz, r2, r1.x
cmp r1.x, -t3.z, c3.w, c3.z
mul_pp r1.x, r1, r0.w
mul_pp r1.x, r1, r6
mul_pp r3.xyz, c1, r3
mul_pp r1.x, r1, c3
mad r0.xyz, r3, r0.x, r2
mul r0.xyz, r0, r1.x
mov_pp r0.w, c3
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 208 // 116 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_BumpMap] 2D 3
SetTexture 2 [_LightTexture0] 2D 0
SetTexture 3 [_LightTextureB0] 2D 1
// 40 instructions, 3 temp regs, 0 temp arrays:
// ALU 30 float, 0 int, 1 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 208 // 116 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_BumpMap] 2D 3
SetTexture 2 [_LightTexture0] 2D 0
SetTexture 3 [_LightTextureB0] 2D 1
// 40 instructions, 3 temp regs, 0 temp arrays:
// ALU 30 float, 0 int, 1 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecedbokbknonmighfinkmnkkaoefmjlclcdkabaaaaaaliajaaaaaeaaaaaa
daaaaaaaieadaaaaoeaiaaaaieajaaaaebgpgodjemadaaaaemadaaaaaaacpppp
aaadaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaacaaaaaa
adababaaaaacacaaabadadaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaa
aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadp
fbaaaaafaeaaapkaaaaaaadpaaaaaaedaaaaaaaaaaaaaaaabpaaaaacaaaaaaia
aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac
aaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka
bpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaaiaaaaadaaaaciia
acaaoelaacaaoelaahaaaaacaaaacbiaaaaappiaceaaaaacabaachiaabaaoela
aeaaaaaeaaaachiaacaaoelaaaaaaaiaabaaoeiaceaaaaacacaachiaaaaaoeia
abaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaacabaaaiia
adaapplaaeaaaaaeadaaadiaadaaoelaabaappiaaeaaaakaaiaaaaadabaaaiia
adaaoelaadaaoelaabaaaaacaeaaadiaabaappiaecaaaaadaaaacpiaaaaaoeia
adaioekaecaaaaadafaacpiaaaaaoelaacaioekaecaaaaadadaacpiaadaaoeia
aaaioekaecaaaaadaeaacpiaaeaaoeiaabaioekaaeaaaaaeadaacbiaaaaappia
adaaaakaadaaffkaaeaaaaaeadaacciaaaaaffiaadaaaakaadaaffkafkaaaaae
abaadiiaadaaoeiaadaaoeiaadaakkkaacaaaaadabaaciiaabaappibadaappka
ahaaaaacabaaciiaabaappiaagaaaaacadaaceiaabaappiaaiaaaaadabaaciia
adaaoeiaacaaoeiaaiaaaaadaaaacbiaadaaoeiaabaaoeiaalaaaaadabaacbia
aaaaaaiaadaakkkaalaaaaadaaaaabiaabaappiaadaakkkaabaaaaacaaaaacia
aeaaffkaafaaaaadaaaaaciaaaaaffiaacaaaakacaaaaaadabaaaciaaaaaaaia
aaaaffiaafaaaaadafaaaiiaafaappiaabaaffiaafaaaaadaaaachiaafaaoeia
aaaaoekaabaaaaacacaaahiaaaaaoekaafaaaaadabaaaoiaacaabliaabaablka
afaaaaadabaaaoiaafaappiaabaaoeiaaeaaaaaeaaaaahiaaaaaoeiaabaaaaia
abaabliaafaaaaadaaaaciiaadaappiaaeaaaaiafiaaaaaeaaaaciiaadaakklb
adaakkkaaaaappiaacaaaaadaaaaaiiaaaaappiaaaaappiaafaaaaadaaaachia
aaaappiaaaaaoeiaabaaaaacaaaaaiiaadaakkkaabaaaaacaaaicpiaaaaaoeia
ppppaaaafdeieefcfiafaaaaeaaaaaaafgabaaaafjaaaaaeegiocaaaaaaaaaaa
aiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad
aagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa
ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadpcbabaaa
aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa
aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa
acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa
aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaabaaaaaa
egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa
aaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaa
abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa
aagabaaaadaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaa
aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa
aaaaaaaaapaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaa
ddaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai
bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf
ecaabaaaacaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa
acaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaa
jgahbaaaaaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaa
aaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaa
aaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaa
bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa
egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa
egacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa
egiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaa
aaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa
egacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaaaoaaaaahdcaabaaa
abaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaaaaaaaakdcaabaaaabaaaaaa
egaabaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaaj
pcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaa
dbaaaaahicaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaaeaaaaaaabaaaaah
icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahicaabaaa
aaaaaaaadkaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaa
egbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaagaabaaa
abaaaaaaeghobaaaadaaaaaaaagabaaaabaaaaaaapaaaaahicaabaaaaaaaaaaa
pgapbaaaaaaaaaaaagaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaa
aaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaa
doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa
adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

SubProgram "opengl " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_LightTextureB0] 2D
SetTexture 3 [_LightTexture0] CUBE
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 37 ALU, 4 TEX
PARAM c[5] = { program.local[0..3],
		{ 0, 2, 1, 128 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R2, fragment.texcoord[0], texture[0], 2D;
TEX R1.w, fragment.texcoord[3], texture[3], CUBE;
DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3];
MAD R3.xy, R3.wyzw, c[4].y, -c[4].z;
MOV result.color.w, c[4].x;
TEX R0.w, R0.x, texture[2], 2D;
DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.z, R0.x;
MUL R0.xy, R3, R3;
ADD_SAT R0.x, R0, R0.y;
ADD R3.z, -R0.x, c[4];
DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2];
RSQ R3.z, R3.z;
MUL R0.w, R0, R1;
MUL R1.xyz, R0.z, fragment.texcoord[1];
RSQ R0.x, R0.y;
MAD R0.xyz, R0.x, fragment.texcoord[2], R1;
DP3 R3.w, R0, R0;
RCP R3.z, R3.z;
DP3 R1.x, R3, R1;
RSQ R3.w, R3.w;
MUL R0.xyz, R3.w, R0;
DP3 R0.x, R3, R0;
MOV R1.y, c[4].w;
MUL R0.y, R1, c[2].x;
MAX R0.x, R0, c[4];
POW R0.x, R0.x, R0.y;
MUL R2.w, R0.x, R2;
MUL R0.xyz, R2, c[0];
MAX R1.x, R1, c[4];
MUL R1.xyz, R0, R1.x;
MOV R0.xyz, c[1];
MUL R0.xyz, R0, c[0];
MUL R0.w, R0, c[4].y;
MAD R0.xyz, R0, R2.w, R1;
MUL result.color.xyz, R0, R0.w;
END
# 37 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_LightTextureB0] 2D
SetTexture 3 [_LightTexture0] CUBE
"ps_2_0
; 42 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_cube s3
def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000
def c4, 128.00000000, 0, 0, 0
dcl t0
dcl t1.xyz
dcl t2.xyz
dcl t3.xyz
texld r2, t0, s0
dp3 r0.x, t3, t3
mov r0.xy, r0.x
mov r1.y, t0.w
mov r1.x, t0.z
mul_pp r2.xyz, r2, c0
texld r6, r0, s2
texld r1, r1, s1
texld r0, t3, s3
dp3_pp r1.x, t1, t1
rsq_pp r3.x, r1.x
dp3_pp r1.x, t2, t2
mov r0.y, r1
mov r0.x, r1.w
mad_pp r4.xy, r0, c3.x, c3.y
mul_pp r0.xy, r4, r4
add_pp_sat r0.x, r0, r0.y
add_pp r0.x, -r0, c3.z
rsq_pp r0.x, r0.x
rcp_pp r4.z, r0.x
mov_pp r0.x, c2
mul_pp r3.xyz, r3.x, t1
rsq_pp r1.x, r1.x
mad_pp r5.xyz, r1.x, t2, r3
dp3_pp r1.x, r5, r5
rsq_pp r1.x, r1.x
mul_pp r1.xyz, r1.x, r5
dp3_pp r1.x, r4, r1
mul_pp r0.x, c4, r0
max_pp r1.x, r1, c3.w
pow r5.x, r1.x, r0.x
dp3_pp r1.x, r4, r3
max_pp r1.x, r1, c3.w
mov r0.x, r5.x
mul r0.x, r0, r2.w
mov_pp r3.xyz, c0
mul_pp r2.xyz, r2, r1.x
mul r1.x, r6, r0.w
mul_pp r3.xyz, c1, r3
mul_pp r1.x, r1, c3
mad r0.xyz, r3, r0.x, r2
mul r0.xyz, r0, r1.x
mov_pp r0.w, c3
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 208 // 116 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_BumpMap] 2D 3
SetTexture 2 [_LightTextureB0] 2D 1
SetTexture 3 [_LightTexture0] CUBE 0
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 208 // 116 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_BumpMap] 2D 3
SetTexture 2 [_LightTextureB0] 2D 1
SetTexture 3 [_LightTexture0] CUBE 0
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_LightTexture0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 32 ALU, 3 TEX
PARAM c[5] = { program.local[0..3],
		{ 0, 2, 1, 128 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R2.w, fragment.texcoord[3], texture[2], 2D;
MAD R1.xy, R1.wyzw, c[4].y, -c[4].z;
MUL R1.zw, R1.xyxy, R1.xyxy;
ADD_SAT R1.z, R1, R1.w;
DP3 R3.x, fragment.texcoord[2], fragment.texcoord[2];
ADD R1.z, -R1, c[4];
RSQ R1.z, R1.z;
RCP R1.z, R1.z;
MOV R2.xyz, fragment.texcoord[1];
RSQ R3.x, R3.x;
MAD R2.xyz, R3.x, fragment.texcoord[2], R2;
DP3 R1.w, R2, R2;
RSQ R1.w, R1.w;
MUL R2.xyz, R1.w, R2;
DP3 R2.x, R1, R2;
MOV R1.w, c[4];
MUL R2.y, R1.w, c[2].x;
MAX R1.w, R2.x, c[4].x;
POW R1.w, R1.w, R2.y;
MUL R0.w, R1, R0;
DP3 R1.w, R1, fragment.texcoord[1];
MUL R1.xyz, R0, c[0];
MAX R1.w, R1, c[4].x;
MUL R1.xyz, R1, R1.w;
MOV R0.xyz, c[1];
MUL R0.xyz, R0, c[0];
MUL R1.w, R2, c[4].y;
MAD R0.xyz, R0, R0.w, R1;
MUL result.color.xyz, R0, R1.w;
MOV result.color.w, c[4].x;
END
# 32 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_LightTexture0] 2D
"ps_2_0
; 38 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000
def c4, 128.00000000, 0, 0, 0
dcl t0
dcl t1.xyz
dcl t2.xyz
dcl t3.xy
texld r2, t0, s0
mov r0.y, t0.w
mov r0.x, t0.z
mov r1.xy, r0
mul_pp r2.xyz, r2, c0
mov_pp r4.xyz, t1
texld r1, r1, s1
texld r0, t3, s2
dp3_pp r1.x, t2, t2
rsq_pp r1.x, r1.x
mad_pp r4.xyz, r1.x, t2, r4
dp3_pp r1.x, r4, r4
mov r0.y, r1
mov r0.x, r1.w
mad_pp r3.xy, r0, c3.x, c3.y
mul_pp r0.xy, r3, r3
add_pp_sat r0.x, r0, r0.y
add_pp r0.x, -r0, c3.z
rsq_pp r0.x, r0.x
rcp_pp r3.z, r0.x
rsq_pp r1.x, r1.x
mul_pp r1.xyz, r1.x, r4
dp3_pp r1.x, r3, r1
mov_pp r0.x, c2
mul_pp r0.x, c4, r0
max_pp r1.x, r1, c3.w
pow r4.x, r1.x, r0.x
dp3_pp r1.x, r3, t1
max_pp r1.x, r1, c3.w
mul_pp r3.xyz, r2, r1.x
mov r0.x, r4.x
mul r0.x, r0, r2.w
mul_pp r1.x, r0.w, c3
mov_pp r2.xyz, c0
mul_pp r2.xyz, c1, r2
mad r0.xyz, r2, r0.x, r3
mul r0.xyz, r0, r1.x
mov_pp r0.w, c3
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 208 // 116 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_LightTexture0] 2D 0
// 30 instructions, 3 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 208 // 116 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_BumpMap] 2D 2
SetTexture 2 [_LightTexture0] 2D 0
// 30 instructions, 3 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

}
	}
	Pass {
		Name "PREPASS"
		Tags { "LightMode" = "PrePassBase" }
		Fog {Mode Off}
Program "vp" {
// Vertex combos: 1
//   opengl - ALU: 21 to 21
//   d3d9 - ALU: 22 to 22
//   d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 5 [_Object2World]
Vector 9 [unity_Scale]
Vector 10 [_BumpMap_ST]
"!!ARBvp1.0
# 21 ALU
PARAM c[11] = { program.local[0],
		state.matrix.mvp,
		program.local[5..10] };
TEMP R0;
TEMP R1;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R1.xyz, R0, vertex.attrib[14].w;
DP3 R0.y, R1, c[5];
DP3 R0.x, vertex.attrib[14], c[5];
DP3 R0.z, vertex.normal, c[5];
MUL result.texcoord[1].xyz, R0, c[9].w;
DP3 R0.y, R1, c[6];
DP3 R0.x, vertex.attrib[14], c[6];
DP3 R0.z, vertex.normal, c[6];
MUL result.texcoord[2].xyz, R0, c[9].w;
DP3 R0.y, R1, c[7];
DP3 R0.x, vertex.attrib[14], c[7];
DP3 R0.z, vertex.normal, c[7];
MUL result.texcoord[3].xyz, R0, c[9].w;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 21 instructions, 2 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 128 used size, 9 vars
Vector 112 [_BumpMap_ST] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerDraw" 1
// 30 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform mediump float _Shininess;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 worldN_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  lowp vec3 tmpvar_9;
  tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0);
  normal_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_12;
  tmpvar_12 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  tmpvar_6 = tmpvar_12;
  tmpvar_5 = normal_8;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (xlv_TEXCOORD1, tmpvar_5);
  worldN_2.x = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (xlv_TEXCOORD2, tmpvar_5);
  worldN_2.y = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (xlv_TEXCOORD3, tmpvar_5);
  worldN_2.z = tmpvar_16;
  res_1.xyz = ((worldN_2 * 0.5) + 0.5);
  res_1.w = _Shininess;
  gl_FragData[0] = res_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform mediump float _Shininess;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 worldN_2;
  highp vec2 tmpvar_3;
  highp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  mediump float rim_7;
  highp vec3 normal_8;
  lowp vec3 normal_9;
  normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0).wy * 2.0) - 1.0);
  normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0)));
  normal_8 = normal_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_8), 0.0, 1.0));
  rim_7 = tmpvar_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_12;
  tmpvar_12 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  tmpvar_6 = tmpvar_12;
  tmpvar_5 = normal_8;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (xlv_TEXCOORD1, tmpvar_5);
  worldN_2.x = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (xlv_TEXCOORD2, tmpvar_5);
  worldN_2.y = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (xlv_TEXCOORD3, tmpvar_5);
  worldN_2.z = tmpvar_16;
  res_1.xyz = ((worldN_2 * 0.5) + 0.5);
  res_1.w = _Shininess;
  gl_FragData[0] = res_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 128 used size, 9 vars
Vector 112 [_BumpMap_ST] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerDraw" 1
// 30 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai
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pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa
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egacbaaaaaaaaaaapgipcaaaabaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa
agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa
kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa
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aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa
imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaa
aaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa
aeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl
"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 _BumpMap_ST;
#line 435
#line 423
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 426
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 430
    o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w);
    o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w);
    o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w);
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 _BumpMap_ST;
#line 435
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 435
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_BumpMap = IN.pack0.xy;
    #line 439
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 443
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 worldN;
    #line 447
    worldN.x = dot( IN.TtoW0, o.Normal);
    worldN.y = dot( IN.TtoW1, o.Normal);
    worldN.z = dot( IN.TtoW2, o.Normal);
    o.Normal = worldN;
    #line 451
    lowp vec4 res;
    res.xyz = ((o.Normal * 0.5) + 0.5);
    res.w = o.Specular;
    return res;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.TtoW0 = vec3(xlv_TEXCOORD1);
    xlt_IN.TtoW1 = vec3(xlv_TEXCOORD2);
    xlt_IN.TtoW2 = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 1
//   opengl - ALU: 12 to 12, TEX: 1 to 1
//   d3d9 - ALU: 13 to 13, TEX: 1 to 1
//   d3d11 - ALU: 7 to 7, TEX: 1 to 1, FLOW: 1 to 1
//   d3d11_9x - ALU: 7 to 7, TEX: 1 to 1, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { }
Float 0 [_Shininess]
SetTexture 0 [_BumpMap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 12 ALU, 1 TEX
PARAM c[2] = { program.local[0],
		{ 2, 1, 0.5 } };
TEMP R0;
TEMP R1;
TEX R0.yw, fragment.texcoord[0], texture[0], 2D;
MAD R0.xy, R0.wyzw, c[1].x, -c[1].y;
MUL R0.zw, R0.xyxy, R0.xyxy;
ADD_SAT R0.z, R0, R0.w;
ADD R0.z, -R0, c[1].y;
RSQ R0.z, R0.z;
RCP R0.z, R0.z;
DP3 R1.z, fragment.texcoord[3], R0;
DP3 R1.x, R0, fragment.texcoord[1];
DP3 R1.y, R0, fragment.texcoord[2];
MAD result.color.xyz, R1, c[1].z, c[1].z;
MOV result.color.w, c[0].x;
END
# 12 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { }
Float 0 [_Shininess]
SetTexture 0 [_BumpMap] 2D
"ps_2_0
; 13 ALU, 1 TEX
dcl_2d s0
def c1, 2.00000000, -1.00000000, 1.00000000, 0.50000000
dcl t0.xy
dcl t1.xyz
dcl t2.xyz
dcl t3.xyz
texld r0, t0, s0
mov r0.x, r0.w
mad_pp r1.xy, r0, c1.x, c1.y
mul_pp r0.xy, r1, r1
add_pp_sat r0.x, r0, r0.y
add_pp r0.x, -r0, c1.z
rsq_pp r0.x, r0.x
rcp_pp r1.z, r0.x
dp3 r0.z, t3, r1
dp3 r0.x, r1, t1
dp3 r0.y, r1, t2
mad_pp r0.xyz, r0, c1.w, c1.w
mov_pp r0.w, c0.x
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { }
ConstBuffer "$Globals" 128 // 52 used size, 9 vars
Float 48 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_BumpMap] 2D 0
// 12 instructions, 2 temp regs, 0 temp arrays:
// ALU 7 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedcflobomdkelokclaimmkeiedeiinpnknabaaaaaapiacaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcpaabaaaaeaaaaaaahmaaaaaafjaaaaaeegiocaaaaaaaaaaaaeaaaaaa
fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa
gcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa
efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa
aaaaaaaadcaaaaapdcaabaaaaaaaaaaahgapbaaaaaaaaaaaaceaaaaaaaaaaaea
aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa
apaaaaahicaabaaaaaaaaaaaegaabaaaaaaaaaaaegaabaaaaaaaaaaaddaaaaah
icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa
aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa
aaaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaa
egacbaaaaaaaaaaabaaaaaahccaabaaaabaaaaaaegbcbaaaadaaaaaaegacbaaa
aaaaaaaabaaaaaahecaabaaaabaaaaaaegbcbaaaaeaaaaaaegacbaaaaaaaaaaa
dcaaaaaphccabaaaaaaaaaaaegacbaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadp
aaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaag
iccabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { }
ConstBuffer "$Globals" 128 // 52 used size, 9 vars
Float 48 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_BumpMap] 2D 0
// 12 instructions, 2 temp regs, 0 temp arrays:
// ALU 7 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

}
	}
	Pass {
		Name "PREPASS"
		Tags { "LightMode" = "PrePassFinal" }
		ZWrite Off
Program "vp" {
// Vertex combos: 6
//   opengl - ALU: 26 to 43
//   d3d9 - ALU: 27 to 44
//   d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
Vector 24 [_BumpMap_ST]
Vector 25 [_Emissive_ST]
"!!ARBvp1.0
# 43 ALU
PARAM c[26] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..25] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.x, R1, c[18];
DP4 R3.y, R1, c[19];
ADD R2.xyz, R2, R3;
MAD R0.w, R0.x, R0.x, -R0.y;
MUL R3.xyz, R0.w, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
ADD result.texcoord[4].xyz, R2, R3;
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[22].w, -vertex.position;
DP3 result.texcoord[2].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, R2, vertex.attrib[14];
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[3].zw, R0;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[25], c[25].zwzw;
END
# 43 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
Vector 24 [_BumpMap_ST]
Vector 25 [_Emissive_ST]
"vs_2_0
; 44 ALU
def c26, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r1.xyz, v2, c22.w
dp3 r2.w, r1, c5
dp3 r0.x, r1, c4
dp3 r0.z, r1, c6
mov r0.y, r2.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c26.x
dp4 r2.z, r0, c17
dp4 r2.y, r0, c16
dp4 r2.x, r0, c15
mul r0.y, r2.w, r2.w
mad r0.w, r0.x, r0.x, -r0.y
dp4 r3.z, r1, c20
dp4 r3.y, r1, c19
dp4 r3.x, r1, c18
add r2.xyz, r2, r3
mul r3.xyz, r0.w, c21
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c12
add oT4.xyz, r2, r3
mov r1.w, c26.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c22.w, -v0
dp3 oT2.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c26.y
mul r1.y, r1, c13.x
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
mad oT3.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT3.zw, r0
mad oT0.zw, v3.xyxy, c24.xyxy, c24
mad oT0.xy, v3, c23, c23.zwzw
mad oT1.xy, v3, c25, c25.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 12 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec4 o_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (tmpvar_5 * 0.5);
  highp vec2 tmpvar_8;
  tmpvar_8.x = tmpvar_7.x;
  tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
  o_6.xy = (tmpvar_8 + tmpvar_7.w);
  o_6.zw = tmpvar_5.zw;
  mat3 tmpvar_9;
  tmpvar_9[0] = _Object2World[0].xyz;
  tmpvar_9[1] = _Object2World[1].xyz;
  tmpvar_9[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_11;
  mediump vec4 normal_12;
  normal_12 = tmpvar_10;
  highp float vC_13;
  mediump vec3 x3_14;
  mediump vec3 x2_15;
  mediump vec3 x1_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHAr, normal_12);
  x1_16.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHAg, normal_12);
  x1_16.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHAb, normal_12);
  x1_16.z = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = (normal_12.xyzz * normal_12.yzzx);
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHBr, tmpvar_20);
  x2_15.x = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHBg, tmpvar_20);
  x2_15.y = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHBb, tmpvar_20);
  x2_15.z = tmpvar_23;
  mediump float tmpvar_24;
  tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y));
  vC_13 = tmpvar_24;
  highp vec3 tmpvar_25;
  tmpvar_25 = (unity_SHC.xyz * vC_13);
  x3_14 = tmpvar_25;
  tmpvar_11 = ((x1_16 + x2_15) + x3_14);
  tmpvar_4 = tmpvar_11;
  highp vec3 tmpvar_26;
  highp vec3 tmpvar_27;
  tmpvar_26 = tmpvar_1.xyz;
  tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_28;
  tmpvar_28[0].x = tmpvar_26.x;
  tmpvar_28[0].y = tmpvar_27.x;
  tmpvar_28[0].z = tmpvar_2.x;
  tmpvar_28[1].x = tmpvar_26.y;
  tmpvar_28[1].y = tmpvar_27.y;
  tmpvar_28[1].z = tmpvar_2.y;
  tmpvar_28[2].x = tmpvar_26.z;
  tmpvar_28[2].y = tmpvar_27.z;
  tmpvar_28[2].z = tmpvar_2.z;
  highp vec4 tmpvar_29;
  tmpvar_29.w = 1.0;
  tmpvar_29.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_5;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = o_6;
  xlv_TEXCOORD4 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  lowp float tmpvar_7;
  mediump float rim_8;
  highp vec3 normal_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_10 = tmpvar_11;
  lowp vec3 tmpvar_12;
  tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_9 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_9), 0.0, 1.0));
  rim_8 = tmpvar_13;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_15;
  tmpvar_15 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_14.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_16;
  tmpvar_16 = color_10.xyz;
  tmpvar_4 = tmpvar_16;
  tmpvar_5 = tmpvar_15;
  highp float tmpvar_17;
  tmpvar_17 = color_10.w;
  tmpvar_6 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_3 = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_20.w;
  highp vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_20.xyz + xlv_TEXCOORD4);
  light_3.xyz = tmpvar_21;
  lowp vec4 c_22;
  lowp float spec_23;
  mediump float tmpvar_24;
  tmpvar_24 = (tmpvar_20.w * tmpvar_6);
  spec_23 = tmpvar_24;
  mediump vec3 tmpvar_25;
  tmpvar_25 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_23));
  c_22.xyz = tmpvar_25;
  c_22.w = (tmpvar_7 + (spec_23 * _SpecColor.w));
  c_2 = c_22;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec4 o_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (tmpvar_5 * 0.5);
  highp vec2 tmpvar_8;
  tmpvar_8.x = tmpvar_7.x;
  tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
  o_6.xy = (tmpvar_8 + tmpvar_7.w);
  o_6.zw = tmpvar_5.zw;
  mat3 tmpvar_9;
  tmpvar_9[0] = _Object2World[0].xyz;
  tmpvar_9[1] = _Object2World[1].xyz;
  tmpvar_9[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_11;
  mediump vec4 normal_12;
  normal_12 = tmpvar_10;
  highp float vC_13;
  mediump vec3 x3_14;
  mediump vec3 x2_15;
  mediump vec3 x1_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHAr, normal_12);
  x1_16.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHAg, normal_12);
  x1_16.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHAb, normal_12);
  x1_16.z = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = (normal_12.xyzz * normal_12.yzzx);
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHBr, tmpvar_20);
  x2_15.x = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHBg, tmpvar_20);
  x2_15.y = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHBb, tmpvar_20);
  x2_15.z = tmpvar_23;
  mediump float tmpvar_24;
  tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y));
  vC_13 = tmpvar_24;
  highp vec3 tmpvar_25;
  tmpvar_25 = (unity_SHC.xyz * vC_13);
  x3_14 = tmpvar_25;
  tmpvar_11 = ((x1_16 + x2_15) + x3_14);
  tmpvar_4 = tmpvar_11;
  highp vec3 tmpvar_26;
  highp vec3 tmpvar_27;
  tmpvar_26 = tmpvar_1.xyz;
  tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_28;
  tmpvar_28[0].x = tmpvar_26.x;
  tmpvar_28[0].y = tmpvar_27.x;
  tmpvar_28[0].z = tmpvar_2.x;
  tmpvar_28[1].x = tmpvar_26.y;
  tmpvar_28[1].y = tmpvar_27.y;
  tmpvar_28[1].z = tmpvar_2.y;
  tmpvar_28[2].x = tmpvar_26.z;
  tmpvar_28[2].y = tmpvar_27.z;
  tmpvar_28[2].z = tmpvar_2.z;
  highp vec4 tmpvar_29;
  tmpvar_29.w = 1.0;
  tmpvar_29.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_5;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = o_6;
  xlv_TEXCOORD4 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  lowp float tmpvar_7;
  mediump float rim_8;
  highp vec3 normal_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_10 = tmpvar_11;
  lowp vec3 normal_12;
  normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0)));
  normal_9 = normal_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_9), 0.0, 1.0));
  rim_8 = tmpvar_13;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_15;
  tmpvar_15 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_14.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_16;
  tmpvar_16 = color_10.xyz;
  tmpvar_4 = tmpvar_16;
  tmpvar_5 = tmpvar_15;
  highp float tmpvar_17;
  tmpvar_17 = color_10.w;
  tmpvar_6 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_3 = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_20.w;
  highp vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_20.xyz + xlv_TEXCOORD4);
  light_3.xyz = tmpvar_21;
  lowp vec4 c_22;
  lowp float spec_23;
  mediump float tmpvar_24;
  tmpvar_24 = (tmpvar_20.w * tmpvar_6);
  spec_23 = tmpvar_24;
  mediump vec3 tmpvar_25;
  tmpvar_25 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_23));
  c_22.xyz = tmpvar_25;
  c_22.w = (tmpvar_7 + (spec_23 * _SpecColor.w));
  c_2 = c_22;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 12 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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apaaaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfa
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}

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 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 441
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 432
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    #line 436
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
out highp vec3 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec4(xl_retval.screen);
    xlv_TEXCOORD4 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 441
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 362
lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 364
    lowp float spec = (light.w * s.Gloss);
    lowp vec4 c;
    c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
    c.w = (s.Alpha + (spec * _SpecColor.w));
    #line 368
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 443
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 445
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 449
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 453
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 457
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    light.xyz += IN.vlight;
    #line 461
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
in highp vec3 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.screen = vec4(xlv_TEXCOORD3);
    xlt_IN.vlight = vec3(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 17 [_WorldSpaceCameraPos]
Vector 18 [_ProjectionParams]
Vector 19 [unity_ShadowFadeCenterAndType]
Matrix 9 [_Object2World]
Matrix 13 [_World2Object]
Vector 20 [unity_Scale]
Vector 21 [unity_LightmapST]
Vector 22 [_MainTex_ST]
Vector 23 [_BumpMap_ST]
Vector 24 [_Emissive_ST]
"!!ARBvp1.0
# 35 ALU
PARAM c[25] = { { 1, 0.5 },
		state.matrix.modelview[0],
		state.matrix.mvp,
		program.local[9..24] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[17];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[8];
DP4 R2.z, R1, c[15];
DP4 R2.x, R1, c[13];
DP4 R2.y, R1, c[14];
MAD R2.xyz, R2, c[20].w, -vertex.position;
DP3 result.texcoord[2].y, R2, R0;
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[18].x;
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV R0.x, c[0];
ADD R0.y, R0.x, -c[19].w;
DP4 R0.x, vertex.position, c[3];
DP4 R1.z, vertex.position, c[11];
DP4 R1.x, vertex.position, c[9];
DP4 R1.y, vertex.position, c[10];
ADD R1.xyz, R1, -c[19];
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, R2, vertex.attrib[14];
MOV result.texcoord[3].zw, R0;
MUL result.texcoord[5].xyz, R1, c[19].w;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[24], c[24].zwzw;
MAD result.texcoord[4].xy, vertex.texcoord[1], c[21], c[21].zwzw;
MUL result.texcoord[5].w, -R0.x, R0.y;
END
# 35 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_modelview0]
Matrix 4 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_ProjectionParams]
Vector 18 [_ScreenParams]
Vector 19 [unity_ShadowFadeCenterAndType]
Matrix 8 [_Object2World]
Matrix 12 [_World2Object]
Vector 20 [unity_Scale]
Vector 21 [unity_LightmapST]
Vector 22 [_MainTex_ST]
Vector 23 [_BumpMap_ST]
Vector 24 [_Emissive_ST]
"vs_2_0
; 36 ALU
def c25, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c16
mov r1.w, c25.x
dp4 r0.w, v0, c7
dp4 r2.z, r1, c14
dp4 r2.x, r1, c12
dp4 r2.y, r1, c13
mad r2.xyz, r2, c20.w, -v0
dp3 oT2.y, r2, r0
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
mul r1.xyz, r0.xyww, c25.y
mul r1.y, r1, c17.x
mad oT3.xy, r1.z, c18.zwzw, r1
mov oPos, r0
mov r0.x, c19.w
add r0.y, c25.x, -r0.x
dp4 r0.x, v0, c2
dp4 r1.z, v0, c10
dp4 r1.x, v0, c8
dp4 r1.y, v0, c9
add r1.xyz, r1, -c19
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
mov oT3.zw, r0
mul oT5.xyz, r1, c19.w
mad oT0.zw, v3.xyxy, c23.xyxy, c23
mad oT0.xy, v3, c22, c22.zwzw
mad oT1.xy, v3, c24, c24.zwzw
mad oT4.xy, v4, c21, c21.zwzw
mul oT5.w, -r0.x, r0.y
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 208 // 176 used size, 14 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 37 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
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afaaaaaabkaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaadoaaaaab"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD5;
varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec4 o_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (tmpvar_5 * 0.5);
  highp vec2 tmpvar_8;
  tmpvar_8.x = tmpvar_7.x;
  tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
  o_6.xy = (tmpvar_8 + tmpvar_7.w);
  o_6.zw = tmpvar_5.zw;
  tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  highp vec3 tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_9 = tmpvar_1.xyz;
  tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_11;
  tmpvar_11[0].x = tmpvar_9.x;
  tmpvar_11[0].y = tmpvar_10.x;
  tmpvar_11[0].z = tmpvar_2.x;
  tmpvar_11[1].x = tmpvar_9.y;
  tmpvar_11[1].y = tmpvar_10.y;
  tmpvar_11[1].z = tmpvar_2.y;
  tmpvar_11[2].x = tmpvar_9.z;
  tmpvar_11[2].y = tmpvar_10.z;
  tmpvar_11[2].z = tmpvar_2.z;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_5;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = o_6;
  xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD5 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD5;
varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  lowp float tmpvar_10;
  mediump float rim_11;
  highp vec3 normal_12;
  highp vec4 color_13;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_13 = tmpvar_14;
  lowp vec3 tmpvar_15;
  tmpvar_15 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_12 = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_12), 0.0, 1.0));
  rim_11 = tmpvar_16;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_18;
  tmpvar_18 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_17.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_19;
  tmpvar_19 = color_13.xyz;
  tmpvar_7 = tmpvar_19;
  tmpvar_8 = tmpvar_18;
  highp float tmpvar_20;
  tmpvar_20 = color_13.w;
  tmpvar_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_21;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_6 = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_23.w;
  highp float tmpvar_24;
  tmpvar_24 = ((sqrt(dot (xlv_TEXCOORD5, xlv_TEXCOORD5)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD4).xyz);
  lmFull_4 = tmpvar_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD4).xyz);
  lmIndirect_3 = tmpvar_26;
  light_6.xyz = (tmpvar_23.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_27;
  lowp float spec_28;
  mediump float tmpvar_29;
  tmpvar_29 = (tmpvar_23.w * tmpvar_9);
  spec_28 = tmpvar_29;
  mediump vec3 tmpvar_30;
  tmpvar_30 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_28));
  c_27.xyz = tmpvar_30;
  c_27.w = (tmpvar_10 + (spec_28 * _SpecColor.w));
  c_2 = c_27;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD5;
varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec4 o_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (tmpvar_5 * 0.5);
  highp vec2 tmpvar_8;
  tmpvar_8.x = tmpvar_7.x;
  tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
  o_6.xy = (tmpvar_8 + tmpvar_7.w);
  o_6.zw = tmpvar_5.zw;
  tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  highp vec3 tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_9 = tmpvar_1.xyz;
  tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_11;
  tmpvar_11[0].x = tmpvar_9.x;
  tmpvar_11[0].y = tmpvar_10.x;
  tmpvar_11[0].z = tmpvar_2.x;
  tmpvar_11[1].x = tmpvar_9.y;
  tmpvar_11[1].y = tmpvar_10.y;
  tmpvar_11[1].z = tmpvar_2.y;
  tmpvar_11[2].x = tmpvar_9.z;
  tmpvar_11[2].y = tmpvar_10.z;
  tmpvar_11[2].z = tmpvar_2.z;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_5;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = o_6;
  xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD5 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD5;
varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  lowp float tmpvar_10;
  mediump float rim_11;
  highp vec3 normal_12;
  highp vec4 color_13;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_13 = tmpvar_14;
  lowp vec3 normal_15;
  normal_15.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_15.z = sqrt((1.0 - clamp (dot (normal_15.xy, normal_15.xy), 0.0, 1.0)));
  normal_12 = normal_15;
  highp float tmpvar_16;
  tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_12), 0.0, 1.0));
  rim_11 = tmpvar_16;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_18;
  tmpvar_18 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_17.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_19;
  tmpvar_19 = color_13.xyz;
  tmpvar_7 = tmpvar_19;
  tmpvar_8 = tmpvar_18;
  highp float tmpvar_20;
  tmpvar_20 = color_13.w;
  tmpvar_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_21;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_6 = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_23.w;
  lowp vec4 tmpvar_24;
  tmpvar_24 = texture2D (unity_Lightmap, xlv_TEXCOORD4);
  lowp vec4 tmpvar_25;
  tmpvar_25 = texture2D (unity_LightmapInd, xlv_TEXCOORD4);
  highp float tmpvar_26;
  tmpvar_26 = ((sqrt(dot (xlv_TEXCOORD5, xlv_TEXCOORD5)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_26;
  lowp vec3 tmpvar_27;
  tmpvar_27 = ((8.0 * tmpvar_24.w) * tmpvar_24.xyz);
  lmFull_4 = tmpvar_27;
  lowp vec3 tmpvar_28;
  tmpvar_28 = ((8.0 * tmpvar_25.w) * tmpvar_25.xyz);
  lmIndirect_3 = tmpvar_28;
  light_6.xyz = (tmpvar_23.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_29;
  lowp float spec_30;
  mediump float tmpvar_31;
  tmpvar_31 = (tmpvar_23.w * tmpvar_9);
  spec_30 = tmpvar_31;
  mediump vec3 tmpvar_32;
  tmpvar_32 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_30));
  c_29.xyz = tmpvar_32;
  c_29.w = (tmpvar_10 + (spec_30 * _SpecColor.w));
  c_2 = c_29;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 208 // 176 used size, 14 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 37 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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afaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklkl"
}

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 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 428
#line 444
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 448
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 428
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 432
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 436
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 440
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
out highp vec2 xlv_TEXCOORD4;
out highp vec4 xlv_TEXCOORD5;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec4(xl_retval.screen);
    xlv_TEXCOORD4 = vec2(xl_retval.lmap);
    xlv_TEXCOORD5 = vec4(xl_retval.lmapFadePos);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 428
#line 444
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 448
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 362
lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 364
    lowp float spec = (light.w * s.Gloss);
    lowp vec4 c;
    c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
    c.w = (s.Alpha + (spec * _SpecColor.w));
    #line 368
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 449
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 452
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    surfIN.viewDir = IN.viewDir;
    #line 456
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 460
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    #line 464
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    #line 468
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    #line 472
    light.xyz += lm;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
in highp vec2 xlv_TEXCOORD4;
in highp vec4 xlv_TEXCOORD5;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.screen = vec4(xlv_TEXCOORD3);
    xlt_IN.lmap = vec2(xlv_TEXCOORD4);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD5);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 9 [_WorldSpaceCameraPos]
Vector 10 [_ProjectionParams]
Matrix 5 [_World2Object]
Vector 11 [unity_Scale]
Vector 12 [unity_LightmapST]
Vector 13 [_MainTex_ST]
Vector 14 [_BumpMap_ST]
Vector 15 [_Emissive_ST]
"!!ARBvp1.0
# 26 ALU
PARAM c[16] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..15] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[9];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[7];
DP4 R2.x, R1, c[5];
DP4 R2.y, R1, c[6];
MAD R2.xyz, R2, c[11].w, -vertex.position;
DP3 result.texcoord[2].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[10].x;
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, R2, vertex.attrib[14];
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[3].zw, R0;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[15], c[15].zwzw;
MAD result.texcoord[4].xy, vertex.texcoord[1], c[12], c[12].zwzw;
END
# 26 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceCameraPos]
Vector 9 [_ProjectionParams]
Vector 10 [_ScreenParams]
Matrix 4 [_World2Object]
Vector 11 [unity_Scale]
Vector 12 [unity_LightmapST]
Vector 13 [_MainTex_ST]
Vector 14 [_BumpMap_ST]
Vector 15 [_Emissive_ST]
"vs_2_0
; 27 ALU
def c16, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c8
mov r1.w, c16.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c6
dp4 r2.x, r1, c4
dp4 r2.y, r1, c5
mad r2.xyz, r2, c11.w, -v0
dp3 oT2.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c16.y
mul r1.y, r1, c9.x
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
mad oT3.xy, r1.z, c10.zwzw, r1
mov oPos, r0
mov oT3.zw, r0
mad oT0.zw, v3.xyxy, c14.xyxy, c14
mad oT0.xy, v3, c13, c13.zwzw
mad oT1.xy, v3, c15, c15.zwzw
mad oT4.xy, v4, c12, c12.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 208 // 176 used size, 14 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec3 normal_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_11 = tmpvar_12;
  lowp vec3 tmpvar_13;
  tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_10 = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_10), 0.0, 1.0));
  rim_9 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_16;
  tmpvar_16 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_17;
  tmpvar_17 = color_11.xyz;
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = tmpvar_16;
  highp float tmpvar_18;
  tmpvar_18 = color_11.w;
  tmpvar_7 = tmpvar_18;
  tmpvar_5 = normal_10;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_19;
  tmpvar_8 = _Opacity;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_3 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD2);
  mediump vec4 tmpvar_22;
  mediump vec3 viewDir_23;
  viewDir_23 = tmpvar_21;
  highp float nh_24;
  mat3 tmpvar_25;
  tmpvar_25[0].x = 0.816497;
  tmpvar_25[0].y = -0.408248;
  tmpvar_25[0].z = -0.408248;
  tmpvar_25[1].x = 0.0;
  tmpvar_25[1].y = 0.707107;
  tmpvar_25[1].z = -0.707107;
  tmpvar_25[2].x = 0.57735;
  tmpvar_25[2].y = 0.57735;
  tmpvar_25[2].z = 0.57735;
  mediump vec3 normal_26;
  normal_26 = tmpvar_5;
  mediump vec3 scalePerBasisVector_27;
  mediump vec3 lm_28;
  lowp vec3 tmpvar_29;
  tmpvar_29 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD4).xyz);
  lm_28 = tmpvar_29;
  lowp vec3 tmpvar_30;
  tmpvar_30 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD4).xyz);
  scalePerBasisVector_27 = tmpvar_30;
  lm_28 = (lm_28 * dot (clamp ((tmpvar_25 * normal_26), 0.0, 1.0), scalePerBasisVector_27));
  vec3 v_31;
  v_31.x = tmpvar_25[0].x;
  v_31.y = tmpvar_25[1].x;
  v_31.z = tmpvar_25[2].x;
  vec3 v_32;
  v_32.x = tmpvar_25[0].y;
  v_32.y = tmpvar_25[1].y;
  v_32.z = tmpvar_25[2].y;
  vec3 v_33;
  v_33.x = tmpvar_25[0].z;
  v_33.y = tmpvar_25[1].z;
  v_33.z = tmpvar_25[2].z;
  mediump float tmpvar_34;
  tmpvar_34 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_23))));
  nh_24 = tmpvar_34;
  mediump float arg1_35;
  arg1_35 = (_Shininess * 128.0);
  highp vec4 tmpvar_36;
  tmpvar_36.xyz = lm_28;
  tmpvar_36.w = pow (nh_24, arg1_35);
  tmpvar_22 = tmpvar_36;
  mediump vec4 tmpvar_37;
  tmpvar_37 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_22);
  light_3 = tmpvar_37;
  lowp vec4 c_38;
  lowp float spec_39;
  mediump float tmpvar_40;
  tmpvar_40 = (tmpvar_37.w * tmpvar_7);
  spec_39 = tmpvar_40;
  mediump vec3 tmpvar_41;
  tmpvar_41 = ((tmpvar_4 * tmpvar_37.xyz) + ((tmpvar_37.xyz * _SpecColor.xyz) * spec_39));
  c_38.xyz = tmpvar_41;
  c_38.w = (tmpvar_8 + (spec_39 * _SpecColor.w));
  c_2 = c_38;
  c_2.xyz = (c_2.xyz + tmpvar_6);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec3 normal_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_11 = tmpvar_12;
  lowp vec3 normal_13;
  normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0)));
  normal_10 = normal_13;
  highp float tmpvar_14;
  tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_10), 0.0, 1.0));
  rim_9 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_16;
  tmpvar_16 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_17;
  tmpvar_17 = color_11.xyz;
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = tmpvar_16;
  highp float tmpvar_18;
  tmpvar_18 = color_11.w;
  tmpvar_7 = tmpvar_18;
  tmpvar_5 = normal_10;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_19;
  tmpvar_8 = _Opacity;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_3 = tmpvar_20;
  lowp vec4 tmpvar_21;
  tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD4);
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD4);
  highp vec3 tmpvar_23;
  tmpvar_23 = normalize(xlv_TEXCOORD2);
  mediump vec4 tmpvar_24;
  mediump vec3 viewDir_25;
  viewDir_25 = tmpvar_23;
  highp float nh_26;
  mat3 tmpvar_27;
  tmpvar_27[0].x = 0.816497;
  tmpvar_27[0].y = -0.408248;
  tmpvar_27[0].z = -0.408248;
  tmpvar_27[1].x = 0.0;
  tmpvar_27[1].y = 0.707107;
  tmpvar_27[1].z = -0.707107;
  tmpvar_27[2].x = 0.57735;
  tmpvar_27[2].y = 0.57735;
  tmpvar_27[2].z = 0.57735;
  mediump vec3 normal_28;
  normal_28 = tmpvar_5;
  mediump vec3 scalePerBasisVector_29;
  mediump vec3 lm_30;
  lowp vec3 tmpvar_31;
  tmpvar_31 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz);
  lm_30 = tmpvar_31;
  lowp vec3 tmpvar_32;
  tmpvar_32 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz);
  scalePerBasisVector_29 = tmpvar_32;
  lm_30 = (lm_30 * dot (clamp ((tmpvar_27 * normal_28), 0.0, 1.0), scalePerBasisVector_29));
  vec3 v_33;
  v_33.x = tmpvar_27[0].x;
  v_33.y = tmpvar_27[1].x;
  v_33.z = tmpvar_27[2].x;
  vec3 v_34;
  v_34.x = tmpvar_27[0].y;
  v_34.y = tmpvar_27[1].y;
  v_34.z = tmpvar_27[2].y;
  vec3 v_35;
  v_35.x = tmpvar_27[0].z;
  v_35.y = tmpvar_27[1].z;
  v_35.z = tmpvar_27[2].z;
  mediump float tmpvar_36;
  tmpvar_36 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_29.x * v_33) + (scalePerBasisVector_29.y * v_34)) + (scalePerBasisVector_29.z * v_35))) + viewDir_25))));
  nh_26 = tmpvar_36;
  mediump float arg1_37;
  arg1_37 = (_Shininess * 128.0);
  highp vec4 tmpvar_38;
  tmpvar_38.xyz = lm_30;
  tmpvar_38.w = pow (nh_26, arg1_37);
  tmpvar_24 = tmpvar_38;
  mediump vec4 tmpvar_39;
  tmpvar_39 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_24);
  light_3 = tmpvar_39;
  lowp vec4 c_40;
  lowp float spec_41;
  mediump float tmpvar_42;
  tmpvar_42 = (tmpvar_39.w * tmpvar_7);
  spec_41 = tmpvar_42;
  mediump vec3 tmpvar_43;
  tmpvar_43 = ((tmpvar_4 * tmpvar_39.xyz) + ((tmpvar_39.xyz * _SpecColor.xyz) * spec_41));
  c_40.xyz = tmpvar_43;
  c_40.w = (tmpvar_8 + (spec_41 * _SpecColor.w));
  c_2 = c_40;
  c_2.xyz = (c_2.xyz + tmpvar_6);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 208 // 176 used size, 14 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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acaabaaaafaaalaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafbaaaapkaaaaaaadp
aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac
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afaaaaadabaaaiiaabaaaaiabaaaaakaafaaaaadabaaafiaaaaapeiabaaaaaka
acaaaaadadaaadoaabaakkiaabaaomiaaeaaaaaeabaaamoaaeaabejaabaabeka
abaalekaabaaaaacabaaahiaafaaoekaafaaaaadacaaahiaabaaffiaamaaoeka
aeaaaaaeabaaaliaalaakekaabaaaaiaacaakeiaaeaaaaaeabaaahiaanaaoeka
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acaaacoaacaaoeiaabaaoeiaaiaaaaadacaaaeoaacaaoejaabaaoeiaaeaaaaae
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adaaamoaaaaaoeiappppaaaafdeieefcbmaeaaaaeaaaabaaahabaaaafjaaaaae
egiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae
egiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa
abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaad
dcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaa
abaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaaacaaaaaagfaaaaad
hccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaa
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egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa
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agbebaaaadaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaa
dcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaa
ogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaacaaaaaaagbebaaaaeaaaaaa
agiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaahhcaabaaa
abaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaa
jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaah
hcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa
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hcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa
egacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaa
kgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaa
egacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaa
egacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa
baaaaaahcccabaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah
bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaa
adaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa
bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa
agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf
mccabaaaaeaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaa
abaaaaaamgaabaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa
jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaa
agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaadamaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaa
acaaaaaaamadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa
keaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 427
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 443
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 431
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 435
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 439
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
out highp vec2 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec4(xl_retval.screen);
    xlv_TEXCOORD4 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 427
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 443
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 370
mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) {
    #line 372
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2))));
    #line 376
    mediump vec3 h = normalize((lightDir + viewDir));
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = pow( nh, (s.Specular * 128.0));
    specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec);
    #line 380
    return vec4( lm, spec);
}
#line 362
lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 364
    lowp float spec = (light.w * s.Gloss);
    lowp vec4 c;
    c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
    c.w = (s.Alpha + (spec * _SpecColor.w));
    #line 368
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 448
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 452
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 456
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 460
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    mediump vec3 specColor;
    #line 464
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor);
    light += lm;
    #line 468
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
in highp vec2 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.screen = vec4(xlv_TEXCOORD3);
    xlt_IN.lmap = vec2(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
Vector 24 [_BumpMap_ST]
Vector 25 [_Emissive_ST]
"!!ARBvp1.0
# 43 ALU
PARAM c[26] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..25] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.x, R1, c[18];
DP4 R3.y, R1, c[19];
ADD R2.xyz, R2, R3;
MAD R0.w, R0.x, R0.x, -R0.y;
MUL R3.xyz, R0.w, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
ADD result.texcoord[4].xyz, R2, R3;
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[22].w, -vertex.position;
DP3 result.texcoord[2].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, R2, vertex.attrib[14];
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[3].zw, R0;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[25], c[25].zwzw;
END
# 43 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_ScreenParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
Vector 24 [_BumpMap_ST]
Vector 25 [_Emissive_ST]
"vs_2_0
; 44 ALU
def c26, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mul r1.xyz, v2, c22.w
dp3 r2.w, r1, c5
dp3 r0.x, r1, c4
dp3 r0.z, r1, c6
mov r0.y, r2.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c26.x
dp4 r2.z, r0, c17
dp4 r2.y, r0, c16
dp4 r2.x, r0, c15
mul r0.y, r2.w, r2.w
mad r0.w, r0.x, r0.x, -r0.y
dp4 r3.z, r1, c20
dp4 r3.y, r1, c19
dp4 r3.x, r1, c18
add r2.xyz, r2, r3
mul r3.xyz, r0.w, c21
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c12
add oT4.xyz, r2, r3
mov r1.w, c26.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c10
dp4 r2.x, r1, c8
dp4 r2.y, r1, c9
mad r2.xyz, r2, c22.w, -v0
dp3 oT2.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c26.y
mul r1.y, r1, c13.x
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
mad oT3.xy, r1.z, c14.zwzw, r1
mov oPos, r0
mov oT3.zw, r0
mad oT0.zw, v3.xyxy, c24.xyxy, c24
mad oT0.xy, v3, c23, c23.zwzw
mad oT1.xy, v3, c25, c25.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 12 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec4 o_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (tmpvar_5 * 0.5);
  highp vec2 tmpvar_8;
  tmpvar_8.x = tmpvar_7.x;
  tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
  o_6.xy = (tmpvar_8 + tmpvar_7.w);
  o_6.zw = tmpvar_5.zw;
  mat3 tmpvar_9;
  tmpvar_9[0] = _Object2World[0].xyz;
  tmpvar_9[1] = _Object2World[1].xyz;
  tmpvar_9[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_11;
  mediump vec4 normal_12;
  normal_12 = tmpvar_10;
  highp float vC_13;
  mediump vec3 x3_14;
  mediump vec3 x2_15;
  mediump vec3 x1_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHAr, normal_12);
  x1_16.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHAg, normal_12);
  x1_16.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHAb, normal_12);
  x1_16.z = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = (normal_12.xyzz * normal_12.yzzx);
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHBr, tmpvar_20);
  x2_15.x = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHBg, tmpvar_20);
  x2_15.y = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHBb, tmpvar_20);
  x2_15.z = tmpvar_23;
  mediump float tmpvar_24;
  tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y));
  vC_13 = tmpvar_24;
  highp vec3 tmpvar_25;
  tmpvar_25 = (unity_SHC.xyz * vC_13);
  x3_14 = tmpvar_25;
  tmpvar_11 = ((x1_16 + x2_15) + x3_14);
  tmpvar_4 = tmpvar_11;
  highp vec3 tmpvar_26;
  highp vec3 tmpvar_27;
  tmpvar_26 = tmpvar_1.xyz;
  tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_28;
  tmpvar_28[0].x = tmpvar_26.x;
  tmpvar_28[0].y = tmpvar_27.x;
  tmpvar_28[0].z = tmpvar_2.x;
  tmpvar_28[1].x = tmpvar_26.y;
  tmpvar_28[1].y = tmpvar_27.y;
  tmpvar_28[1].z = tmpvar_2.y;
  tmpvar_28[2].x = tmpvar_26.z;
  tmpvar_28[2].y = tmpvar_27.z;
  tmpvar_28[2].z = tmpvar_2.z;
  highp vec4 tmpvar_29;
  tmpvar_29.w = 1.0;
  tmpvar_29.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_5;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = o_6;
  xlv_TEXCOORD4 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  lowp float tmpvar_7;
  mediump float rim_8;
  highp vec3 normal_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_10 = tmpvar_11;
  lowp vec3 tmpvar_12;
  tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_9 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_9), 0.0, 1.0));
  rim_8 = tmpvar_13;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_15;
  tmpvar_15 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_14.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_16;
  tmpvar_16 = color_10.xyz;
  tmpvar_4 = tmpvar_16;
  tmpvar_5 = tmpvar_15;
  highp float tmpvar_17;
  tmpvar_17 = color_10.w;
  tmpvar_6 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_3 = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_20.w;
  highp vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_20.xyz + xlv_TEXCOORD4);
  light_3.xyz = tmpvar_21;
  lowp vec4 c_22;
  lowp float spec_23;
  mediump float tmpvar_24;
  tmpvar_24 = (tmpvar_20.w * tmpvar_6);
  spec_23 = tmpvar_24;
  mediump vec3 tmpvar_25;
  tmpvar_25 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_23));
  c_22.xyz = tmpvar_25;
  c_22.w = (tmpvar_7 + (spec_23 * _SpecColor.w));
  c_2 = c_22;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec3 tmpvar_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec4 o_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (tmpvar_5 * 0.5);
  highp vec2 tmpvar_8;
  tmpvar_8.x = tmpvar_7.x;
  tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
  o_6.xy = (tmpvar_8 + tmpvar_7.w);
  o_6.zw = tmpvar_5.zw;
  mat3 tmpvar_9;
  tmpvar_9[0] = _Object2World[0].xyz;
  tmpvar_9[1] = _Object2World[1].xyz;
  tmpvar_9[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w));
  mediump vec3 tmpvar_11;
  mediump vec4 normal_12;
  normal_12 = tmpvar_10;
  highp float vC_13;
  mediump vec3 x3_14;
  mediump vec3 x2_15;
  mediump vec3 x1_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHAr, normal_12);
  x1_16.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHAg, normal_12);
  x1_16.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHAb, normal_12);
  x1_16.z = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = (normal_12.xyzz * normal_12.yzzx);
  highp float tmpvar_21;
  tmpvar_21 = dot (unity_SHBr, tmpvar_20);
  x2_15.x = tmpvar_21;
  highp float tmpvar_22;
  tmpvar_22 = dot (unity_SHBg, tmpvar_20);
  x2_15.y = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = dot (unity_SHBb, tmpvar_20);
  x2_15.z = tmpvar_23;
  mediump float tmpvar_24;
  tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y));
  vC_13 = tmpvar_24;
  highp vec3 tmpvar_25;
  tmpvar_25 = (unity_SHC.xyz * vC_13);
  x3_14 = tmpvar_25;
  tmpvar_11 = ((x1_16 + x2_15) + x3_14);
  tmpvar_4 = tmpvar_11;
  highp vec3 tmpvar_26;
  highp vec3 tmpvar_27;
  tmpvar_26 = tmpvar_1.xyz;
  tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_28;
  tmpvar_28[0].x = tmpvar_26.x;
  tmpvar_28[0].y = tmpvar_27.x;
  tmpvar_28[0].z = tmpvar_2.x;
  tmpvar_28[1].x = tmpvar_26.y;
  tmpvar_28[1].y = tmpvar_27.y;
  tmpvar_28[1].z = tmpvar_2.y;
  tmpvar_28[2].x = tmpvar_26.z;
  tmpvar_28[2].y = tmpvar_27.z;
  tmpvar_28[2].z = tmpvar_2.z;
  highp vec4 tmpvar_29;
  tmpvar_29.w = 1.0;
  tmpvar_29.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_5;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = o_6;
  xlv_TEXCOORD4 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  lowp float tmpvar_7;
  mediump float rim_8;
  highp vec3 normal_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_10 = tmpvar_11;
  lowp vec3 normal_12;
  normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0)));
  normal_9 = normal_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_9), 0.0, 1.0));
  rim_8 = tmpvar_13;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_15;
  tmpvar_15 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_14.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_16;
  tmpvar_16 = color_10.xyz;
  tmpvar_4 = tmpvar_16;
  tmpvar_5 = tmpvar_15;
  highp float tmpvar_17;
  tmpvar_17 = color_10.w;
  tmpvar_6 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_18;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_3 = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_20.w;
  highp vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_20.xyz + xlv_TEXCOORD4);
  light_3.xyz = tmpvar_21;
  lowp vec4 c_22;
  lowp float spec_23;
  mediump float tmpvar_24;
  tmpvar_24 = (tmpvar_20.w * tmpvar_6);
  spec_23 = tmpvar_24;
  mediump vec3 tmpvar_25;
  tmpvar_25 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_23));
  c_22.xyz = tmpvar_25;
  c_22.w = (tmpvar_7 + (spec_23 * _SpecColor.w));
  c_2 = c_22;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 160 used size, 12 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_BumpMap_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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apaaaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfa
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}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 441
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    #line 432
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    #line 436
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
out highp vec3 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec4(xl_retval.screen);
    xlv_TEXCOORD4 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 441
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 362
lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 364
    lowp float spec = (light.w * s.Gloss);
    lowp vec4 c;
    c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
    c.w = (s.Alpha + (spec * _SpecColor.w));
    #line 368
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 443
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 445
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 449
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 453
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 457
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light.xyz += IN.vlight;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    #line 461
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
in highp vec3 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.screen = vec4(xlv_TEXCOORD3);
    xlt_IN.vlight = vec3(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 17 [_WorldSpaceCameraPos]
Vector 18 [_ProjectionParams]
Vector 19 [unity_ShadowFadeCenterAndType]
Matrix 9 [_Object2World]
Matrix 13 [_World2Object]
Vector 20 [unity_Scale]
Vector 21 [unity_LightmapST]
Vector 22 [_MainTex_ST]
Vector 23 [_BumpMap_ST]
Vector 24 [_Emissive_ST]
"!!ARBvp1.0
# 35 ALU
PARAM c[25] = { { 1, 0.5 },
		state.matrix.modelview[0],
		state.matrix.mvp,
		program.local[9..24] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[17];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[8];
DP4 R2.z, R1, c[15];
DP4 R2.x, R1, c[13];
DP4 R2.y, R1, c[14];
MAD R2.xyz, R2, c[20].w, -vertex.position;
DP3 result.texcoord[2].y, R2, R0;
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[18].x;
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV R0.x, c[0];
ADD R0.y, R0.x, -c[19].w;
DP4 R0.x, vertex.position, c[3];
DP4 R1.z, vertex.position, c[11];
DP4 R1.x, vertex.position, c[9];
DP4 R1.y, vertex.position, c[10];
ADD R1.xyz, R1, -c[19];
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, R2, vertex.attrib[14];
MOV result.texcoord[3].zw, R0;
MUL result.texcoord[5].xyz, R1, c[19].w;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[24], c[24].zwzw;
MAD result.texcoord[4].xy, vertex.texcoord[1], c[21], c[21].zwzw;
MUL result.texcoord[5].w, -R0.x, R0.y;
END
# 35 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_modelview0]
Matrix 4 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_ProjectionParams]
Vector 18 [_ScreenParams]
Vector 19 [unity_ShadowFadeCenterAndType]
Matrix 8 [_Object2World]
Matrix 12 [_World2Object]
Vector 20 [unity_Scale]
Vector 21 [unity_LightmapST]
Vector 22 [_MainTex_ST]
Vector 23 [_BumpMap_ST]
Vector 24 [_Emissive_ST]
"vs_2_0
; 36 ALU
def c25, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c16
mov r1.w, c25.x
dp4 r0.w, v0, c7
dp4 r2.z, r1, c14
dp4 r2.x, r1, c12
dp4 r2.y, r1, c13
mad r2.xyz, r2, c20.w, -v0
dp3 oT2.y, r2, r0
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
mul r1.xyz, r0.xyww, c25.y
mul r1.y, r1, c17.x
mad oT3.xy, r1.z, c18.zwzw, r1
mov oPos, r0
mov r0.x, c19.w
add r0.y, c25.x, -r0.x
dp4 r0.x, v0, c2
dp4 r1.z, v0, c10
dp4 r1.x, v0, c8
dp4 r1.y, v0, c9
add r1.xyz, r1, -c19
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
mov oT3.zw, r0
mul oT5.xyz, r1, c19.w
mad oT0.zw, v3.xyxy, c23.xyxy, c23
mad oT0.xy, v3, c22, c22.zwzw
mad oT1.xy, v3, c24, c24.zwzw
mad oT4.xy, v4, c21, c21.zwzw
mul oT5.w, -r0.x, r0.y
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 208 // 176 used size, 14 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 37 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
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hccabaaaafaaaaaaegacbaaaaaaaaaaapgipcaaaacaaaaaabjaaaaaadiaaaaai
bcaabaaaaaaaaaaabkbabaaaaaaaaaaackiacaaaadaaaaaaafaaaaaadcaaaaak
bcaabaaaaaaaaaaackiacaaaadaaaaaaaeaaaaaaakbabaaaaaaaaaaaakaabaaa
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dkiacaiaebaaaaaaacaaaaaabjaaaaaaabeaaaaaaaaaiadpdiaaaaaiiccabaaa
afaaaaaabkaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaadoaaaaab"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD5;
varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec4 o_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (tmpvar_5 * 0.5);
  highp vec2 tmpvar_8;
  tmpvar_8.x = tmpvar_7.x;
  tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
  o_6.xy = (tmpvar_8 + tmpvar_7.w);
  o_6.zw = tmpvar_5.zw;
  tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  highp vec3 tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_9 = tmpvar_1.xyz;
  tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_11;
  tmpvar_11[0].x = tmpvar_9.x;
  tmpvar_11[0].y = tmpvar_10.x;
  tmpvar_11[0].z = tmpvar_2.x;
  tmpvar_11[1].x = tmpvar_9.y;
  tmpvar_11[1].y = tmpvar_10.y;
  tmpvar_11[1].z = tmpvar_2.y;
  tmpvar_11[2].x = tmpvar_9.z;
  tmpvar_11[2].y = tmpvar_10.z;
  tmpvar_11[2].z = tmpvar_2.z;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_5;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = o_6;
  xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD5 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD5;
varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  lowp float tmpvar_10;
  mediump float rim_11;
  highp vec3 normal_12;
  highp vec4 color_13;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_13 = tmpvar_14;
  lowp vec3 tmpvar_15;
  tmpvar_15 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_12 = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_12), 0.0, 1.0));
  rim_11 = tmpvar_16;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_18;
  tmpvar_18 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_17.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_19;
  tmpvar_19 = color_13.xyz;
  tmpvar_7 = tmpvar_19;
  tmpvar_8 = tmpvar_18;
  highp float tmpvar_20;
  tmpvar_20 = color_13.w;
  tmpvar_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_21;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_6 = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_23.w;
  highp float tmpvar_24;
  tmpvar_24 = ((sqrt(dot (xlv_TEXCOORD5, xlv_TEXCOORD5)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD4).xyz);
  lmFull_4 = tmpvar_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD4).xyz);
  lmIndirect_3 = tmpvar_26;
  light_6.xyz = (tmpvar_23.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_27;
  lowp float spec_28;
  mediump float tmpvar_29;
  tmpvar_29 = (tmpvar_23.w * tmpvar_9);
  spec_28 = tmpvar_29;
  mediump vec3 tmpvar_30;
  tmpvar_30 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_28));
  c_27.xyz = tmpvar_30;
  c_27.w = (tmpvar_10 + (spec_28 * _SpecColor.w));
  c_2 = c_27;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD5;
varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _Emissive_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (glstate_matrix_mvp * _glesVertex);
  tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  highp vec4 o_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = (tmpvar_5 * 0.5);
  highp vec2 tmpvar_8;
  tmpvar_8.x = tmpvar_7.x;
  tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
  o_6.xy = (tmpvar_8 + tmpvar_7.w);
  o_6.zw = tmpvar_5.zw;
  tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  highp vec3 tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_9 = tmpvar_1.xyz;
  tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_11;
  tmpvar_11[0].x = tmpvar_9.x;
  tmpvar_11[0].y = tmpvar_10.x;
  tmpvar_11[0].z = tmpvar_2.x;
  tmpvar_11[1].x = tmpvar_9.y;
  tmpvar_11[1].y = tmpvar_10.y;
  tmpvar_11[1].z = tmpvar_2.y;
  tmpvar_11[2].x = tmpvar_9.z;
  tmpvar_11[2].y = tmpvar_10.z;
  tmpvar_11[2].z = tmpvar_2.z;
  highp vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_5;
  xlv_TEXCOORD0 = tmpvar_3;
  xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
  xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD3 = o_6;
  xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD5 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD5;
varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  lowp float tmpvar_10;
  mediump float rim_11;
  highp vec3 normal_12;
  highp vec4 color_13;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_13 = tmpvar_14;
  lowp vec3 normal_15;
  normal_15.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_15.z = sqrt((1.0 - clamp (dot (normal_15.xy, normal_15.xy), 0.0, 1.0)));
  normal_12 = normal_15;
  highp float tmpvar_16;
  tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_12), 0.0, 1.0));
  rim_11 = tmpvar_16;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_18;
  tmpvar_18 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_17.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_19;
  tmpvar_19 = color_13.xyz;
  tmpvar_7 = tmpvar_19;
  tmpvar_8 = tmpvar_18;
  highp float tmpvar_20;
  tmpvar_20 = color_13.w;
  tmpvar_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_21;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_6 = tmpvar_22;
  mediump vec4 tmpvar_23;
  tmpvar_23 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_23.w;
  lowp vec4 tmpvar_24;
  tmpvar_24 = texture2D (unity_Lightmap, xlv_TEXCOORD4);
  lowp vec4 tmpvar_25;
  tmpvar_25 = texture2D (unity_LightmapInd, xlv_TEXCOORD4);
  highp float tmpvar_26;
  tmpvar_26 = ((sqrt(dot (xlv_TEXCOORD5, xlv_TEXCOORD5)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_26;
  lowp vec3 tmpvar_27;
  tmpvar_27 = ((8.0 * tmpvar_24.w) * tmpvar_24.xyz);
  lmFull_4 = tmpvar_27;
  lowp vec3 tmpvar_28;
  tmpvar_28 = ((8.0 * tmpvar_25.w) * tmpvar_25.xyz);
  lmIndirect_3 = tmpvar_28;
  light_6.xyz = (tmpvar_23.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_29;
  lowp float spec_30;
  mediump float tmpvar_31;
  tmpvar_31 = (tmpvar_23.w * tmpvar_9);
  spec_30 = tmpvar_31;
  mediump vec3 tmpvar_32;
  tmpvar_32 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_30));
  c_29.xyz = tmpvar_32;
  c_29.w = (tmpvar_10 + (spec_30 * _SpecColor.w));
  c_2 = c_29;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 208 // 176 used size, 14 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 37 instructions, 3 temp regs, 0 temp 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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afaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 428
#line 444
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 448
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 428
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 432
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 436
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 440
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
out highp vec2 xlv_TEXCOORD4;
out highp vec4 xlv_TEXCOORD5;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec4(xl_retval.screen);
    xlv_TEXCOORD4 = vec2(xl_retval.lmap);
    xlv_TEXCOORD5 = vec4(xl_retval.lmapFadePos);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 428
#line 444
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 448
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 362
lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 364
    lowp float spec = (light.w * s.Gloss);
    lowp vec4 c;
    c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
    c.w = (s.Alpha + (spec * _SpecColor.w));
    #line 368
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 449
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 452
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    surfIN.viewDir = IN.viewDir;
    #line 456
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 460
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    #line 464
    light = max( light, vec4( 0.001));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    #line 468
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    #line 472
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
in highp vec2 xlv_TEXCOORD4;
in highp vec4 xlv_TEXCOORD5;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.screen = vec4(xlv_TEXCOORD3);
    xlt_IN.lmap = vec2(xlv_TEXCOORD4);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD5);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 9 [_WorldSpaceCameraPos]
Vector 10 [_ProjectionParams]
Matrix 5 [_World2Object]
Vector 11 [unity_Scale]
Vector 12 [unity_LightmapST]
Vector 13 [_MainTex_ST]
Vector 14 [_BumpMap_ST]
Vector 15 [_Emissive_ST]
"!!ARBvp1.0
# 26 ALU
PARAM c[16] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..15] };
TEMP R0;
TEMP R1;
TEMP R2;
MOV R0.xyz, vertex.attrib[14];
MUL R1.xyz, vertex.normal.zxyw, R0.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[9];
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[7];
DP4 R2.x, R1, c[5];
DP4 R2.y, R1, c[6];
MAD R2.xyz, R2, c[11].w, -vertex.position;
DP3 result.texcoord[2].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[10].x;
DP3 result.texcoord[2].z, vertex.normal, R2;
DP3 result.texcoord[2].x, R2, vertex.attrib[14];
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[3].zw, R0;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw;
MAD result.texcoord[1].xy, vertex.texcoord[0], c[15], c[15].zwzw;
MAD result.texcoord[4].xy, vertex.texcoord[1], c[12], c[12].zwzw;
END
# 26 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceCameraPos]
Vector 9 [_ProjectionParams]
Vector 10 [_ScreenParams]
Matrix 4 [_World2Object]
Vector 11 [unity_Scale]
Vector 12 [unity_LightmapST]
Vector 13 [_MainTex_ST]
Vector 14 [_BumpMap_ST]
Vector 15 [_Emissive_ST]
"vs_2_0
; 27 ALU
def c16, 1.00000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
dcl_texcoord1 v4
mov r0.xyz, v1
mul r1.xyz, v2.zxyw, r0.yzxw
mov r0.xyz, v1
mad r0.xyz, v2.yzxw, r0.zxyw, -r1
mul r0.xyz, r0, v1.w
mov r1.xyz, c8
mov r1.w, c16.x
dp4 r0.w, v0, c3
dp4 r2.z, r1, c6
dp4 r2.x, r1, c4
dp4 r2.y, r1, c5
mad r2.xyz, r2, c11.w, -v0
dp3 oT2.y, r2, r0
dp4 r0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c16.y
mul r1.y, r1, c9.x
dp3 oT2.z, v2, r2
dp3 oT2.x, r2, v1
mad oT3.xy, r1.z, c10.zwzw, r1
mov oPos, r0
mov oT3.zw, r0
mad oT0.zw, v3.xyxy, c14.xyxy, c14
mad oT0.xy, v3, c13, c13.zwzw
mad oT1.xy, v3, c15, c15.zwzw
mad oT4.xy, v4, c12, c12.zwzw
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 208 // 176 used size, 14 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec3 normal_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_11 = tmpvar_12;
  lowp vec3 tmpvar_13;
  tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  normal_10 = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_10), 0.0, 1.0));
  rim_9 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_16;
  tmpvar_16 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_17;
  tmpvar_17 = color_11.xyz;
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = tmpvar_16;
  highp float tmpvar_18;
  tmpvar_18 = color_11.w;
  tmpvar_7 = tmpvar_18;
  tmpvar_5 = normal_10;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_19;
  tmpvar_8 = _Opacity;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_3 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD2);
  mediump vec4 tmpvar_22;
  mediump vec3 viewDir_23;
  viewDir_23 = tmpvar_21;
  highp float nh_24;
  mat3 tmpvar_25;
  tmpvar_25[0].x = 0.816497;
  tmpvar_25[0].y = -0.408248;
  tmpvar_25[0].z = -0.408248;
  tmpvar_25[1].x = 0.0;
  tmpvar_25[1].y = 0.707107;
  tmpvar_25[1].z = -0.707107;
  tmpvar_25[2].x = 0.57735;
  tmpvar_25[2].y = 0.57735;
  tmpvar_25[2].z = 0.57735;
  mediump vec3 normal_26;
  normal_26 = tmpvar_5;
  mediump vec3 scalePerBasisVector_27;
  mediump vec3 lm_28;
  lowp vec3 tmpvar_29;
  tmpvar_29 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD4).xyz);
  lm_28 = tmpvar_29;
  lowp vec3 tmpvar_30;
  tmpvar_30 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD4).xyz);
  scalePerBasisVector_27 = tmpvar_30;
  lm_28 = (lm_28 * dot (clamp ((tmpvar_25 * normal_26), 0.0, 1.0), scalePerBasisVector_27));
  vec3 v_31;
  v_31.x = tmpvar_25[0].x;
  v_31.y = tmpvar_25[1].x;
  v_31.z = tmpvar_25[2].x;
  vec3 v_32;
  v_32.x = tmpvar_25[0].y;
  v_32.y = tmpvar_25[1].y;
  v_32.z = tmpvar_25[2].y;
  vec3 v_33;
  v_33.x = tmpvar_25[0].z;
  v_33.y = tmpvar_25[1].z;
  v_33.z = tmpvar_25[2].z;
  mediump float tmpvar_34;
  tmpvar_34 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_23))));
  nh_24 = tmpvar_34;
  mediump float arg1_35;
  arg1_35 = (_Shininess * 128.0);
  highp vec4 tmpvar_36;
  tmpvar_36.xyz = lm_28;
  tmpvar_36.w = pow (nh_24, arg1_35);
  tmpvar_22 = tmpvar_36;
  mediump vec4 tmpvar_37;
  tmpvar_37 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_22);
  light_3 = tmpvar_37;
  lowp vec4 c_38;
  lowp float spec_39;
  mediump float tmpvar_40;
  tmpvar_40 = (tmpvar_37.w * tmpvar_7);
  spec_39 = tmpvar_40;
  mediump vec3 tmpvar_41;
  tmpvar_41 = ((tmpvar_4 * tmpvar_37.xyz) + ((tmpvar_37.xyz * _SpecColor.xyz) * spec_39));
  c_38.xyz = tmpvar_41;
  c_38.w = (tmpvar_8 + (spec_39 * _SpecColor.w));
  c_2 = c_38;
  c_2.xyz = (c_2.xyz + tmpvar_6);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD4;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp vec3 tmpvar_6;
  lowp float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec3 normal_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_11 = tmpvar_12;
  lowp vec3 normal_13;
  normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
  normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0)));
  normal_10 = normal_13;
  highp float tmpvar_14;
  tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_10), 0.0, 1.0));
  rim_9 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD1);
  highp vec3 tmpvar_16;
  tmpvar_16 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_17;
  tmpvar_17 = color_11.xyz;
  tmpvar_4 = tmpvar_17;
  tmpvar_6 = tmpvar_16;
  highp float tmpvar_18;
  tmpvar_18 = color_11.w;
  tmpvar_7 = tmpvar_18;
  tmpvar_5 = normal_10;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_19;
  tmpvar_8 = _Opacity;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD3);
  light_3 = tmpvar_20;
  lowp vec4 tmpvar_21;
  tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD4);
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD4);
  highp vec3 tmpvar_23;
  tmpvar_23 = normalize(xlv_TEXCOORD2);
  mediump vec4 tmpvar_24;
  mediump vec3 viewDir_25;
  viewDir_25 = tmpvar_23;
  highp float nh_26;
  mat3 tmpvar_27;
  tmpvar_27[0].x = 0.816497;
  tmpvar_27[0].y = -0.408248;
  tmpvar_27[0].z = -0.408248;
  tmpvar_27[1].x = 0.0;
  tmpvar_27[1].y = 0.707107;
  tmpvar_27[1].z = -0.707107;
  tmpvar_27[2].x = 0.57735;
  tmpvar_27[2].y = 0.57735;
  tmpvar_27[2].z = 0.57735;
  mediump vec3 normal_28;
  normal_28 = tmpvar_5;
  mediump vec3 scalePerBasisVector_29;
  mediump vec3 lm_30;
  lowp vec3 tmpvar_31;
  tmpvar_31 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz);
  lm_30 = tmpvar_31;
  lowp vec3 tmpvar_32;
  tmpvar_32 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz);
  scalePerBasisVector_29 = tmpvar_32;
  lm_30 = (lm_30 * dot (clamp ((tmpvar_27 * normal_28), 0.0, 1.0), scalePerBasisVector_29));
  vec3 v_33;
  v_33.x = tmpvar_27[0].x;
  v_33.y = tmpvar_27[1].x;
  v_33.z = tmpvar_27[2].x;
  vec3 v_34;
  v_34.x = tmpvar_27[0].y;
  v_34.y = tmpvar_27[1].y;
  v_34.z = tmpvar_27[2].y;
  vec3 v_35;
  v_35.x = tmpvar_27[0].z;
  v_35.y = tmpvar_27[1].z;
  v_35.z = tmpvar_27[2].z;
  mediump float tmpvar_36;
  tmpvar_36 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_29.x * v_33) + (scalePerBasisVector_29.y * v_34)) + (scalePerBasisVector_29.z * v_35))) + viewDir_25))));
  nh_26 = tmpvar_36;
  mediump float arg1_37;
  arg1_37 = (_Shininess * 128.0);
  highp vec4 tmpvar_38;
  tmpvar_38.xyz = lm_30;
  tmpvar_38.w = pow (nh_26, arg1_37);
  tmpvar_24 = tmpvar_38;
  mediump vec4 tmpvar_39;
  tmpvar_39 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_24);
  light_3 = tmpvar_39;
  lowp vec4 c_40;
  lowp float spec_41;
  mediump float tmpvar_42;
  tmpvar_42 = (tmpvar_39.w * tmpvar_7);
  spec_41 = tmpvar_42;
  mediump vec3 tmpvar_43;
  tmpvar_43 = ((tmpvar_4 * tmpvar_39.xyz) + ((tmpvar_39.xyz * _SpecColor.xyz) * spec_41));
  c_40.xyz = tmpvar_43;
  c_40.w = (tmpvar_8 + (spec_41 * _SpecColor.w));
  c_2 = c_40;
  c_2.xyz = (c_2.xyz + tmpvar_6);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 208 // 176 used size, 14 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_BumpMap_ST] 4
Vector 160 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
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acaaacoaacaaoeiaabaaoeiaaiaaaaadacaaaeoaacaaoejaabaaoeiaaeaaaaae
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egiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa
abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaad
dcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaa
abaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaaacaaaaaagfaaaaad
hccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa
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egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa
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dcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaa
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agiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaahhcaabaaa
abaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaa
jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaah
hcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa
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hcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa
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kgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaa
egacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaa
egacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa
baaaaaahcccabaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah
bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaa
adaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa
bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa
agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf
mccabaaaaeaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaa
abaaaaaamgaabaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa
jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaa
agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaadamaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaa
acaaaaaaamadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa
keaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 427
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 443
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 427
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 431
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
    o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 435
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 439
    return o;
}

out highp vec4 xlv_TEXCOORD0;
out highp vec2 xlv_TEXCOORD1;
out highp vec3 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
out highp vec2 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.pack0);
    xlv_TEXCOORD1 = vec2(xl_retval.pack1);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec4(xl_retval.screen);
    xlv_TEXCOORD4 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_BumpMap;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec2 pack1;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform sampler2D _BumpMap;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 423
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _BumpMap_ST;
uniform highp vec4 _Emissive_ST;
#line 427
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 443
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 370
mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) {
    #line 372
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2))));
    #line 376
    mediump vec3 h = normalize((lightDir + viewDir));
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = pow( nh, (s.Specular * 128.0));
    specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec);
    #line 380
    return vec4( lm, spec);
}
#line 362
lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 364
    lowp float spec = (light.w * s.Gloss);
    lowp vec4 c;
    c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
    c.w = (s.Alpha + (spec * _SpecColor.w));
    #line 368
    return c;
}
#line 271
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    #line 273
    return ((packednormal.xyz * 2.0) - 1.0);
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap));
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 406
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 410
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 448
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_BumpMap = IN.pack0.zw;
    surfIN.uv_Emissive = IN.pack1.xy;
    #line 452
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 456
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 460
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    mediump vec3 specColor;
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 464
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor);
    light += lm;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    #line 468
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
in highp vec2 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.pack1 = vec2(xlv_TEXCOORD1);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD2);
    xlt_IN.screen = vec4(xlv_TEXCOORD3);
    xlt_IN.lmap = vec2(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 28 to 60, TEX: 4 to 6
//   d3d9 - ALU: 31 to 64, TEX: 4 to 6
//   d3d11 - ALU: 20 to 41, TEX: 4 to 6, FLOW: 1 to 1
//   d3d11_9x - ALU: 20 to 41, TEX: 4 to 6, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_SpecColor]
Vector 1 [_EmissiveColor]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 32 ALU, 4 TEX
PARAM c[6] = { program.local[0..4],
		{ 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TXP R2, fragment.texcoord[3], texture[3], 2D;
TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R1.xyz, fragment.texcoord[1], texture[2], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
MAD R3.xy, R3.wyzw, c[5].x, -c[5].y;
LG2 R1.w, R2.w;
MUL R0.w, R0, -R1;
MUL R3.zw, R3.xyxy, R3.xyxy;
ADD_SAT R1.w, R3.z, R3;
ADD R2.w, -R1, c[5].y;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R2.w, R2.w;
RSQ R1.w, R1.w;
LG2 R2.x, R2.x;
LG2 R2.z, R2.z;
LG2 R2.y, R2.y;
ADD R2.xyz, -R2, fragment.texcoord[4];
MUL R4.xyz, R2, c[0];
MUL R5.xyz, R4, R0.w;
MAD R0.xyz, R0, R2, R5;
MUL R2.xyz, R1, c[1];
RCP R3.z, R2.w;
MUL R4.xyz, R1.w, fragment.texcoord[2];
DP3_SAT R1.w, R4, R3;
ADD R1.w, -R1, c[5].y;
POW R1.x, R1.w, c[3].x;
MOV R1.w, c[2].x;
MUL R2.xyz, R2, c[1].w;
MUL R1.xyz, R1.x, c[4];
MAD R1.xyz, R1, c[4].w, R2;
MAD result.color.xyz, R1, c[2].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 32 instructions, 6 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_SpecColor]
Vector 1 [_EmissiveColor]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
"ps_2_0
; 35 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c5, 2.00000000, -1.00000000, 1.00000000, 0
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3
dcl t4.xyz
texld r4, t1, s2
texld r2, t0, s0
texldp r3, t3, s3
mul r4.xyz, r4, c1
mov r0.y, t0.w
mov r0.x, t0.z
mul r4.xyz, r4, c1.w
texld r0, r0, s1
mov r0.x, r0.w
mad_pp r5.xy, r0, c5.x, c5.y
mul_pp r0.xy, r5, r5
add_pp_sat r0.x, r0, r0.y
add_pp r1.x, -r0, c5.z
rsq_pp r1.x, r1.x
dp3 r0.x, t2, t2
rsq r0.x, r0.x
mul r0.xyz, r0.x, t2
rcp_pp r5.z, r1.x
dp3_sat r0.x, r0, r5
add r1.x, -r0, c5.z
log_pp r0.x, r3.x
log_pp r0.z, r3.z
log_pp r0.y, r3.y
add_pp r5.xyz, -r0, t4
log_pp r0.x, r3.w
mul_pp r0.x, r2.w, -r0
mul_pp r3.xyz, r5, c0
mul_pp r6.xyz, r3, r0.x
pow_pp r3.w, r1.x, c3.x
mov_pp r1.x, r3.w
mul r3.xyz, r1.x, c4
mov_pp r1.x, c2
mad_pp r0.w, r0.x, c0, r1.x
mad_pp r2.xyz, r2, r5, r6
mad r3.xyz, r3, c4.w, r4
mad_pp r0.xyz, r3, c2.x, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 176 // 112 used size, 12 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
// 31 instructions, 4 temp regs, 0 temp arrays:
// ALU 21 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 176 // 112 used size, 12 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
// 31 instructions, 4 temp regs, 0 temp arrays:
// ALU 21 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_SpecColor]
Vector 1 [_EmissiveColor]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
Vector 5 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 43 ALU, 6 TEX
PARAM c[7] = { program.local[0..5],
		{ 2, 1, 8 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TXP R1, fragment.texcoord[3], texture[3], 2D;
TEX R3, fragment.texcoord[4], texture[5], 2D;
TEX R2, fragment.texcoord[4], texture[4], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R5.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R4.xyz, fragment.texcoord[1], texture[2], 2D;
MUL R2.xyz, R2.w, R2;
MUL R3.xyz, R3.w, R3;
MUL R3.xyz, R3, c[6].z;
LG2 R1.w, R1.w;
DP4 R2.w, fragment.texcoord[5], fragment.texcoord[5];
RSQ R2.w, R2.w;
RCP R2.w, R2.w;
MAD R2.xyz, R2, c[6].z, -R3;
MAD_SAT R2.w, R2, c[5].z, c[5];
MAD R2.xyz, R2.w, R2, R3;
MAD R3.xy, R5.wyzw, c[6].x, -c[6].y;
MUL R0.w, R0, -R1;
MUL R3.zw, R3.xyxy, R3.xyxy;
ADD_SAT R1.w, R3.z, R3;
LG2 R1.x, R1.x;
LG2 R1.y, R1.y;
LG2 R1.z, R1.z;
ADD R1.xyz, -R1, R2;
MUL R2.xyz, R1, c[0];
MUL R5.xyz, R2, R0.w;
ADD R2.x, -R1.w, c[6].y;
RSQ R2.x, R2.x;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
MAD R0.xyz, R0, R1, R5;
RSQ R1.w, R1.w;
RCP R3.z, R2.x;
MUL R2.xyz, R1.w, fragment.texcoord[2];
DP3_SAT R1.w, R2, R3;
ADD R1.x, -R1.w, c[6].y;
POW R1.w, R1.x, c[3].x;
MUL R2.xyz, R4, c[1];
MUL R1.xyz, R2, c[1].w;
MUL R2.xyz, R1.w, c[4];
MAD R1.xyz, R2, c[4].w, R1;
MOV R1.w, c[2].x;
MAD result.color.xyz, R1, c[2].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 43 instructions, 6 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_SpecColor]
Vector 1 [_EmissiveColor]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
Vector 5 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"ps_2_0
; 45 ALU, 6 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3
dcl t4.xy
dcl t5
texld r4, t1, s2
texld r1, t0, s0
texldp r2, t3, s3
texld r3, t4, s4
mul r4.xyz, r4, c1
mov r0.y, t0.w
mov r0.x, t0.z
log_pp r2.x, r2.x
log_pp r2.y, r2.y
log_pp r2.z, r2.z
mul_pp r3.xyz, r3.w, r3
mul r4.xyz, r4, c1.w
texld r5, r0, s1
texld r0, t4, s5
mul_pp r6.xyz, r0.w, r0
mul_pp r6.xyz, r6, c6.w
dp4 r0.x, t5, t5
rsq r0.x, r0.x
rcp r0.x, r0.x
mad_pp r3.xyz, r3, c6.w, -r6
mad_sat r0.x, r0, c5.z, c5.w
mad_pp r0.xyz, r0.x, r3, r6
mov r3.y, r5
mov r3.x, r5.w
mad_pp r6.xy, r3, c6.x, c6.y
add_pp r3.xyz, -r2, r0
mul_pp r5.xy, r6, r6
add_pp_sat r0.x, r5, r5.y
add_pp r2.x, -r0, c6.z
rsq_pp r2.x, r2.x
dp3 r0.x, t2, t2
rsq r0.x, r0.x
mul r0.xyz, r0.x, t2
rcp_pp r6.z, r2.x
dp3_sat r2.x, r0, r6
log_pp r0.x, r2.w
mul_pp r5.xyz, r3, c0
mul_pp r0.x, r1.w, -r0
mul_pp r6.xyz, r5, r0.x
add r2.x, -r2, c6.z
pow_pp r5.x, r2.x, c3.x
mad_pp r2.xyz, r1, r3, r6
mov_pp r1.x, r5.x
mul r3.xyz, r1.x, c4
mov_pp r1.x, c2
mad_pp r0.w, r0.x, c0, r1.x
mad r3.xyz, r3, c4.w, r4
mad_pp r0.xyz, r3, c2.x, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 208 // 192 used size, 14 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
Vector 176 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 41 instructions, 4 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 208 // 192 used size, 14 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
Vector 176 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 41 instructions, 4 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 60 ALU, 6 TEX
PARAM c[10] = { program.local[0..5],
		{ 2, 1, 8, 0 },
		{ -0.40824828, -0.70710677, 0.57735026, 128 },
		{ -0.40824831, 0.70710677, 0.57735026 },
		{ 0.81649655, 0, 0.57735026 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TEMP R6;
TXP R1, fragment.texcoord[3], texture[3], 2D;
TEX R2, fragment.texcoord[4], texture[4], 2D;
TEX R3, fragment.texcoord[4], texture[5], 2D;
TEX R5.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R4.xyz, fragment.texcoord[1], texture[2], 2D;
MAD R5.xy, R5.wyzw, c[6].x, -c[6].y;
MUL R3.xyz, R3.w, R3;
MUL R6.xyz, R3, c[6].z;
MUL R3.xyz, R6.y, c[8];
MAD R3.xyz, R6.x, c[9], R3;
MAD R3.xyz, R6.z, c[7], R3;
DP3 R3.w, R3, R3;
RSQ R3.w, R3.w;
MUL R3.xyz, R3.w, R3;
DP3 R3.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R3.w, R3.w;
MAD R3.xyz, fragment.texcoord[2], R3.w, R3;
MUL R5.zw, R5.xyxy, R5.xyxy;
ADD_SAT R3.w, R5.z, R5;
DP3 R4.w, R3, R3;
ADD R3.w, -R3, c[6].y;
RSQ R3.w, R3.w;
RSQ R4.w, R4.w;
MUL R3.xyz, R4.w, R3;
RCP R5.z, R3.w;
DP3 R3.x, R5, R3;
MAX R3.w, R3.x, c[6];
DP3_SAT R3.z, R5, c[7];
DP3_SAT R3.x, R5, c[9];
DP3_SAT R3.y, R5, c[8];
DP3 R3.y, R3, R6;
MUL R2.xyz, R2.w, R2;
MUL R2.xyz, R2, R3.y;
MOV R3.x, c[7].w;
MUL R2.w, R3.x, c[1].x;
POW R2.w, R3.w, R2.w;
MUL R2.xyz, R2, c[6].z;
LG2 R1.x, R1.x;
LG2 R1.y, R1.y;
LG2 R1.z, R1.z;
LG2 R1.w, R1.w;
ADD R1, -R1, R2;
DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R2.w, R2.w;
MUL R2.xyz, R1, c[0];
MUL R0.w, R0, R1;
MUL R2.xyz, R2, R0.w;
MAD R0.xyz, R0, R1, R2;
MUL R3.xyz, R2.w, fragment.texcoord[2];
DP3_SAT R1.w, R3, R5;
ADD R1.x, -R1.w, c[6].y;
MUL R2.xyz, R4, c[2];
POW R1.x, R1.x, c[4].x;
MOV R1.w, c[3].x;
MUL R2.xyz, R2, c[2].w;
MUL R1.xyz, R1.x, c[5];
MAD R1.xyz, R1, c[5].w, R2;
MAD result.color.xyz, R1, c[3].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 60 instructions, 7 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"ps_2_0
; 64 ALU, 6 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000
def c7, -0.40824828, -0.70710677, 0.57735026, 0.00000000
def c8, -0.40824831, 0.70710677, 0.57735026, 128.00000000
def c9, 0.81649655, 0.00000000, 0.57735026, 0
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3
dcl t4.xy
texld r1, t1, s2
texld r2, t0, s0
texldp r3, t3, s3
texld r4, t4, s4
texld r5, t4, s5
mul_pp r5.xyz, r5.w, r5
mul_pp r5.xyz, r5, c6.w
mul r6.xyz, r5.y, c8
mad r6.xyz, r5.x, c9, r6
mul r1.xyz, r1, c2
mul_pp r4.xyz, r4.w, r4
mad r6.xyz, r5.z, c7, r6
log_pp r3.x, r3.x
log_pp r3.y, r3.y
log_pp r3.z, r3.z
log_pp r3.w, r3.w
mov r0.y, t0.w
mov r0.x, t0.z
mul r1.xyz, r1, c2.w
texld r0, r0, s1
dp3 r0.x, r6, r6
rsq r0.x, r0.x
mul r6.xyz, r0.x, r6
mov r0.x, r0.w
mad_pp r8.xy, r0, c6.x, c6.y
dp3_pp r0.x, t2, t2
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t2, r0.x, r6
mul_pp r7.xy, r8, r8
add_pp_sat r6.x, r7, r7.y
dp3_pp r7.x, r0, r0
rsq_pp r7.x, r7.x
add_pp r6.x, -r6, c6.z
rsq_pp r6.x, r6.x
rcp_pp r8.z, r6.x
mul_pp r0.xyz, r7.x, r0
dp3_pp r0.x, r8, r0
mov_pp r6.x, c1
max_pp r0.x, r0, c7.w
mul_pp r6.x, c8.w, r6
pow r7.x, r0.x, r6.x
dp3_pp_sat r0.z, r8, c7
dp3_pp_sat r0.y, r8, c8
dp3_pp_sat r0.x, r8, c9
dp3_pp r0.x, r0, r5
mul_pp r0.xyz, r4, r0.x
dp3 r4.x, t2, t2
rsq r4.x, r4.x
mov r0.w, r7.x
mul_pp r0.xyz, r0, c6.w
add_pp r0, -r3, r0
mul_pp r3.xyz, r0, c0
mul_pp r5.x, r2.w, r0.w
mul_pp r3.xyz, r3, r5.x
mad_pp r0.xyz, r2, r0, r3
mov_pp r3.x, c3
mul r4.xyz, r4.x, t2
dp3_sat r2.x, r4, r8
add r2.x, -r2, c6.z
mad_pp r0.w, r5.x, c0, r3.x
pow_pp r3.x, r2.x, c4.x
mov_pp r2.x, r3.x
mul r2.xyz, r2.x, c5
mad r1.xyz, r2, c5.w, r1
mad_pp r0.xyz, r1, c3.x, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 208 // 112 used size, 14 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 56 instructions, 6 temp regs, 0 temp arrays:
// ALU 41 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedihmnmeepdlnmonakbjeolgocgkhefdbcabaaaaaapeaiaaaaadaaaaaa
cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
adadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaakeaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaadaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcneahaaaa
eaaaaaaapfabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad
aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafkaaaaadaagabaaaafaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
fibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaa
fibiaaaeaahabaaaaeaaaaaaffffaaaafibiaaaeaahabaaaafaaaaaaffffaaaa
gcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaagcbaaaadmcbabaaa
acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacagaaaaaaaoaaaaahdcaabaaaaaaaaaaaegbabaaa
aeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaaaaaaaaaaegaabaaaaaaaaaaa
eghobaaaadaaaaaaaagabaaaadaaaaaacpaaaaafpcaabaaaaaaaaaaadgajbaaa
aaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaacaaaaaaeghobaaaafaaaaaa
aagabaaaafaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaa
aaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaa
diaaaaakhcaabaaaacaaaaaafgafbaaaabaaaaaaaceaaaaaomafnblopdaedfdp
dkmnbddpaaaaaaaadcaaaaamhcaabaaaacaaaaaaagaabaaaabaaaaaaaceaaaaa
olaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaaacaaaaaadcaaaaamhcaabaaa
acaaaaaakgakbaaaabaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaa
egacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegacbaaa
acaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaabaaaaaahicaabaaa
acaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaaficaabaaaacaaaaaa
dkaabaaaacaaaaaadiaaaaahhcaabaaaadaaaaaapgapbaaaacaaaaaaegbcbaaa
adaaaaaadcaaaaajhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaa
egacbaaaadaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegacbaaa
acaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaahhcaabaaa
acaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaaeaaaaaa
ogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaa
aeaaaaaahgapbaaaaeaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaa
aceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaabaaaaaa
egaabaaaaeaaaaaaegaabaaaaeaaaaaaddaaaaahicaabaaaabaaaaaadkaabaaa
abaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaabaaaaaadkaabaiaebaaaaaa
abaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaaeaaaaaadkaabaaaabaaaaaa
baaaaaahicaabaaaabaaaaaaegacbaaaaeaaaaaaegacbaaaacaaaaaadeaaaaah
icaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaaacpaaaaaficaabaaa
abaaaaaadkaabaaaabaaaaaadiaaaaaibcaabaaaacaaaaaaakiacaaaaaaaaaaa
adaaaaaaabeaaaaaaaaaaaeddiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaa
akaabaaaacaaaaaabjaaaaafbcaabaaaacaaaaaadkaabaaaabaaaaaaapcaaaak
bcaabaaaafaaaaaaaceaaaaaolaffbdpdkmnbddpaaaaaaaaaaaaaaaaigaabaaa
aeaaaaaabacaaaakccaabaaaafaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddp
aaaaaaaaegacbaaaaeaaaaaabacaaaakecaabaaaafaaaaaaaceaaaaaolafnblo
pdaedflpdkmnbddpaaaaaaaaegacbaaaaeaaaaaabacaaaahicaabaaaabaaaaaa
egacbaaaadaaaaaaegacbaaaaeaaaaaaaaaaaaaiicaabaaaabaaaaaadkaabaia
ebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaabaaaaaadkaabaaa
abaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaabkiacaaaaaaaaaaa
afaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaa
adaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaagaaaaaabaaaaaahbcaabaaa
abaaaaaaegacbaaaafaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaaeaaaaaa
ogbkbaaaacaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahccaabaaa
abaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaabaaaaaa
agajbaaaaeaaaaaafgafbaaaabaaaaaadiaaaaahocaabaaaacaaaaaaagaabaaa
abaaaaaafgaobaaaabaaaaaaaaaaaaaipcaabaaaaaaaaaaaegaobaiaebaaaaaa
aaaaaaaaegaobaaaacaaaaaadiaaaaaihcaabaaaabaaaaaajgahbaaaaaaaaaaa
egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa
aaaaaaaadgajbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaa
agaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaaakaabaaa
aaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaaefaaaaaj
pcaabaaaabaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa
diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa
diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaa
dcaaaaakhcaabaaaabaaaaaaegacbaaaadaaaaaapgipcaaaaaaaaaaaagaaaaaa
egacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaa
aaaaaaaaafaaaaaajgahbaaaaaaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 208 // 112 used size, 14 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 56 instructions, 6 temp regs, 0 temp arrays:
// ALU 41 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecediehomiikkchdcclnheonkhcdccgdinkgabaaaaaamaanaaaaaeaaaaaa
daaaaaaapiaeaaaaneamaaaaimanaaaaebgpgodjmaaeaaaamaaeaaaaaaacpppp
hiaeaaaaeiaaaaaaabaadmaaaaaaeiaaaaaaeiaaagaaceaaaaaaeiaaaaaaaaaa
abababaaacacacaaadadadaaaeaeaeaaafafafaaaaaaacaaafaaaaaaaaaaaaaa
aaacppppfbaaaaafafaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaaf
agaaapkaomafnblopdaedfdpdkmnbddpaaaaaaedfbaaaaafahaaapkaolafnblo
pdaedflpdkmnbddpaaaaaaaafbaaaaafaiaaapkaaaaaaaebdkmnbddpaaaaaaaa
olaffbdpbpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaaplabpaaaaac
aaaaaaiaacaachlabpaaaaacaaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapka
bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaaja
adaiapkabpaaaaacaaaaaajaaeaiapkabpaaaaacaaaaaajaafaiapkaabaaaaac
aaaaadiaabaabllaabaaaaacabaaabiaaaaakklaabaaaaacabaaaciaaaaappla
agaaaaacaaaaaeiaadaapplaafaaaaadacaaadiaaaaakkiaadaaoelaecaaaaad
adaacpiaaaaaoeiaaeaioekaecaaaaadaaaacpiaaaaaoeiaafaioekaecaaaaad
abaacpiaabaaoeiaabaioekaecaaaaadacaacpiaacaaoeiaadaioekaecaaaaad
aeaacpiaaaaaoelaaaaioekaecaaaaadafaaapiaabaaoelaacaioekaafaaaaad
adaaciiaadaappiaaiaaaakaafaaaaadadaachiaadaaoeiaadaappiaafaaaaad
aaaaciiaaaaappiaaiaaaakaafaaaaadaaaachiaaaaaoeiaaaaappiaaeaaaaae
agaacbiaabaappiaafaaaakaafaaffkaaeaaaaaeagaacciaabaaffiaafaaaaka
afaaffkafkaaaaaeaaaadiiaagaaoeiaagaaoeiaafaakkkaacaaaaadaaaaciia
aaaappibafaappkaahaaaaacaaaaciiaaaaappiaagaaaaacagaaceiaaaaappia
aiaaaaadabaadbiaaiaablkaagaaoeiaaiaaaaadabaadciaagaaoekaagaaoeia
aiaaaaadabaadeiaahaaoekaagaaoeiaaiaaaaadaaaaciiaabaaoeiaaaaaoeia
afaaaaadabaachiaaaaappiaadaaoeiaafaaaaadadaaahiaaaaaffiaagaaoeka
aeaaaaaeadaaahiaaaaaaaiaaiaablkaadaaoeiaaeaaaaaeaaaaahiaaaaakkia
ahaaoekaadaaoeiaaiaaaaadaaaaaiiaaaaaoeiaaaaaoeiaahaaaaacaaaaaiia
aaaappiaceaaaaacadaaahiaacaaoelaaeaaaaaeaaaachiaaaaaoeiaaaaappia
adaaoeiaaiaaaaadaaaabiiaadaaoeiaagaaoeiaacaaaaadaaaaciiaaaaappib
afaappkacaaaaaadafaaaiiaaaaappiaadaaffkaafaaaaadadaaahiaafaappia
aeaaoekaceaaaaacahaachiaaaaaoeiaaiaaaaadadaaciiaagaaoeiaahaaoeia
alaaaaadafaaaiiaadaappiaafaakkkaabaaaaacadaaaiiaagaappkaafaaaaad
adaaaiiaadaappiaabaaaakacaaaaaadabaaciiaafaappiaadaappiaapaaaaac
aaaacbiaacaaaaiaapaaaaacaaaacciaacaaffiaapaaaaacaaaaceiaacaakkia
apaaaaacaaaaciiaacaappiaacaaaaadaaaacpiaabaaoeiaaaaaoeibafaaaaad
abaachiaaaaaoeiaaaaaoekaafaaaaadaaaaciiaaeaappiaaaaappiaafaaaaad
abaachiaaaaappiaabaaoeiaabaaaaacabaaaiiaadaaaakaaeaaaaaeacaaciia
aaaappiaaaaappkaabaappiaaeaaaaaeaaaachiaaeaaoeiaaaaaoeiaabaaoeia
afaaaaadabaaahiaafaaoeiaacaaoekaafaaaaadabaaahiaabaaoeiaacaappka
aeaaaaaeabaachiaadaaoeiaaeaappkaabaaoeiaaeaaaaaeacaachiaabaaoeia
adaaaakaaaaaoeiaabaaaaacaaaicpiaacaaoeiappppaaaafdeieefcneahaaaa
eaaaaaaapfabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad
aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafkaaaaadaagabaaaafaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
fibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaa
fibiaaaeaahabaaaaeaaaaaaffffaaaafibiaaaeaahabaaaafaaaaaaffffaaaa
gcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaagcbaaaadmcbabaaa
acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacagaaaaaaaoaaaaahdcaabaaaaaaaaaaaegbabaaa
aeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaaaaaaaaaaegaabaaaaaaaaaaa
eghobaaaadaaaaaaaagabaaaadaaaaaacpaaaaafpcaabaaaaaaaaaaadgajbaaa
aaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaacaaaaaaeghobaaaafaaaaaa
aagabaaaafaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaa
aaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaa
diaaaaakhcaabaaaacaaaaaafgafbaaaabaaaaaaaceaaaaaomafnblopdaedfdp
dkmnbddpaaaaaaaadcaaaaamhcaabaaaacaaaaaaagaabaaaabaaaaaaaceaaaaa
olaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaaacaaaaaadcaaaaamhcaabaaa
acaaaaaakgakbaaaabaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaa
egacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegacbaaa
acaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaabaaaaaahicaabaaa
acaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaaficaabaaaacaaaaaa
dkaabaaaacaaaaaadiaaaaahhcaabaaaadaaaaaapgapbaaaacaaaaaaegbcbaaa
adaaaaaadcaaaaajhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaa
egacbaaaadaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegacbaaa
acaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaahhcaabaaa
acaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaaeaaaaaa
ogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaa
aeaaaaaahgapbaaaaeaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaa
aceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaabaaaaaa
egaabaaaaeaaaaaaegaabaaaaeaaaaaaddaaaaahicaabaaaabaaaaaadkaabaaa
abaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaabaaaaaadkaabaiaebaaaaaa
abaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaaeaaaaaadkaabaaaabaaaaaa
baaaaaahicaabaaaabaaaaaaegacbaaaaeaaaaaaegacbaaaacaaaaaadeaaaaah
icaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaaacpaaaaaficaabaaa
abaaaaaadkaabaaaabaaaaaadiaaaaaibcaabaaaacaaaaaaakiacaaaaaaaaaaa
adaaaaaaabeaaaaaaaaaaaeddiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaa
akaabaaaacaaaaaabjaaaaafbcaabaaaacaaaaaadkaabaaaabaaaaaaapcaaaak
bcaabaaaafaaaaaaaceaaaaaolaffbdpdkmnbddpaaaaaaaaaaaaaaaaigaabaaa
aeaaaaaabacaaaakccaabaaaafaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddp
aaaaaaaaegacbaaaaeaaaaaabacaaaakecaabaaaafaaaaaaaceaaaaaolafnblo
pdaedflpdkmnbddpaaaaaaaaegacbaaaaeaaaaaabacaaaahicaabaaaabaaaaaa
egacbaaaadaaaaaaegacbaaaaeaaaaaaaaaaaaaiicaabaaaabaaaaaadkaabaia
ebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaabaaaaaadkaabaaa
abaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaabkiacaaaaaaaaaaa
afaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaa
adaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaagaaaaaabaaaaaahbcaabaaa
abaaaaaaegacbaaaafaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaaeaaaaaa
ogbkbaaaacaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahccaabaaa
abaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaabaaaaaa
agajbaaaaeaaaaaafgafbaaaabaaaaaadiaaaaahocaabaaaacaaaaaaagaabaaa
abaaaaaafgaobaaaabaaaaaaaaaaaaaipcaabaaaaaaaaaaaegaobaiaebaaaaaa
aaaaaaaaegaobaaaacaaaaaadiaaaaaihcaabaaaabaaaaaajgahbaaaaaaaaaaa
egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa
aaaaaaaadgajbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaa
agaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaaakaabaaa
aaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaaefaaaaaj
pcaabaaaabaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa
diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa
diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaa
dcaaaaakhcaabaaaabaaaaaaegacbaaaadaaaaaapgipcaaaaaaaaaaaagaaaaaa
egacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaa
aaaaaaaaafaaaaaajgahbaaaaaaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaa
amamaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
"
}

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

SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_SpecColor]
Vector 1 [_EmissiveColor]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 28 ALU, 4 TEX
PARAM c[6] = { program.local[0..4],
		{ 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TXP R3, fragment.texcoord[3], texture[3], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R1.xyz, fragment.texcoord[1], texture[2], 2D;
MAD R2.xy, R2.wyzw, c[5].x, -c[5].y;
ADD R4.xyz, R3, fragment.texcoord[4];
MUL R2.zw, R2.xyxy, R2.xyxy;
ADD_SAT R1.w, R2.z, R2;
ADD R2.z, -R1.w, c[5].y;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R2.z, R2.z;
MUL R0.w, R0, R3;
MUL R3.xyz, R4, c[0];
MUL R5.xyz, R3, R0.w;
RSQ R1.w, R1.w;
RCP R2.z, R2.z;
MUL R3.xyz, R1.w, fragment.texcoord[2];
DP3_SAT R1.w, R3, R2;
MUL R2.xyz, R1, c[1];
ADD R1.w, -R1, c[5].y;
POW R1.x, R1.w, c[3].x;
MOV R1.w, c[2].x;
MAD R0.xyz, R0, R4, R5;
MUL R2.xyz, R2, c[1].w;
MUL R1.xyz, R1.x, c[4];
MAD R1.xyz, R1, c[4].w, R2;
MAD result.color.xyz, R1, c[2].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 28 instructions, 6 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_SpecColor]
Vector 1 [_EmissiveColor]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
"ps_2_0
; 31 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c5, 2.00000000, -1.00000000, 1.00000000, 0
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3
dcl t4.xyz
texld r4, t1, s2
texld r2, t0, s0
texldp r3, t3, s3
mul r4.xyz, r4, c1
mov r0.y, t0.w
mov r0.x, t0.z
mul r4.xyz, r4, c1.w
texld r0, r0, s1
mov r0.x, r0.w
mad_pp r5.xy, r0, c5.x, c5.y
mul_pp r0.xy, r5, r5
add_pp_sat r0.x, r0, r0.y
add_pp r1.x, -r0, c5.z
rsq_pp r1.x, r1.x
dp3 r0.x, t2, t2
rsq r0.x, r0.x
rcp_pp r5.z, r1.x
mul r0.xyz, r0.x, t2
dp3_sat r0.x, r0, r5
add r1.x, -r0, c5.z
add_pp r5.xyz, r3, t4
mul_pp r0.x, r2.w, r3.w
mul_pp r3.xyz, r5, c0
mul_pp r6.xyz, r3, r0.x
pow_pp r3.w, r1.x, c3.x
mov_pp r1.x, r3.w
mul r3.xyz, r1.x, c4
mov_pp r1.x, c2
mad_pp r0.w, r0.x, c0, r1.x
mad_pp r2.xyz, r2, r5, r6
mad r3.xyz, r3, c4.w, r4
mad_pp r0.xyz, r3, c2.x, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 176 // 112 used size, 12 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
// 30 instructions, 4 temp regs, 0 temp arrays:
// ALU 20 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 176 // 112 used size, 12 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
// 30 instructions, 4 temp regs, 0 temp arrays:
// ALU 20 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_SpecColor]
Vector 1 [_EmissiveColor]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
Vector 5 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 39 ALU, 6 TEX
PARAM c[7] = { program.local[0..5],
		{ 2, 1, 8 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TEX R2, fragment.texcoord[4], texture[4], 2D;
TEX R3, fragment.texcoord[4], texture[5], 2D;
TXP R1, fragment.texcoord[3], texture[3], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R5.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R4.xyz, fragment.texcoord[1], texture[2], 2D;
MUL R2.xyz, R2.w, R2;
DP4 R2.w, fragment.texcoord[5], fragment.texcoord[5];
MUL R3.xyz, R3.w, R3;
MUL R3.xyz, R3, c[6].z;
RSQ R2.w, R2.w;
RCP R2.w, R2.w;
MAD R2.xyz, R2, c[6].z, -R3;
MAD_SAT R2.w, R2, c[5].z, c[5];
MAD R2.xyz, R2.w, R2, R3;
ADD R1.xyz, R1, R2;
MAD R2.xy, R5.wyzw, c[6].x, -c[6].y;
MUL R3.xyz, R1, c[0];
MUL R0.w, R0, R1;
MUL R2.zw, R2.xyxy, R2.xyxy;
ADD_SAT R1.w, R2.z, R2;
ADD R2.z, -R1.w, c[6].y;
MUL R5.xyz, R3, R0.w;
DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R1.w, R1.w;
RSQ R2.z, R2.z;
MAD R0.xyz, R0, R1, R5;
RCP R2.z, R2.z;
MUL R3.xyz, R1.w, fragment.texcoord[2];
DP3_SAT R1.w, R3, R2;
ADD R1.x, -R1.w, c[6].y;
POW R1.w, R1.x, c[3].x;
MUL R2.xyz, R4, c[1];
MUL R1.xyz, R2, c[1].w;
MUL R2.xyz, R1.w, c[4];
MAD R1.xyz, R2, c[4].w, R1;
MOV R1.w, c[2].x;
MAD result.color.xyz, R1, c[2].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 39 instructions, 6 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_SpecColor]
Vector 1 [_EmissiveColor]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
Vector 5 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"ps_2_0
; 41 ALU, 6 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3
dcl t4.xy
dcl t5
texld r5, t1, s2
texld r1, t0, s0
texldp r2, t3, s3
texld r3, t4, s4
mov r0.y, t0.w
mov r0.x, t0.z
mov r4.xy, r0
texld r4, r4, s1
texld r0, t4, s5
mul_pp r0.xyz, r0.w, r0
mul_pp r6.xyz, r0, c6.w
mul_pp r0.xyz, r3.w, r3
mad_pp r3.xyz, r0, c6.w, -r6
mov r4.x, r4.w
mad_pp r4.xy, r4, c6.x, c6.y
dp4 r0.x, t5, t5
rsq r0.x, r0.x
rcp r0.x, r0.x
mad_sat r0.x, r0, c5.z, c5.w
mad_pp r3.xyz, r0.x, r3, r6
add_pp r3.xyz, r2, r3
mul_pp r7.xy, r4, r4
add_pp_sat r0.x, r7, r7.y
add_pp r0.x, -r0, c6.z
rsq_pp r2.x, r0.x
dp3 r0.x, t2, t2
rsq r0.x, r0.x
mul r0.xyz, r0.x, t2
rcp_pp r4.z, r2.x
dp3_sat r2.x, r0, r4
add r2.x, -r2, c6.z
pow_pp r4.w, r2.x, c3.x
mul_pp r0.x, r1.w, r2.w
mul_pp r6.xyz, r3, c0
mul_pp r6.xyz, r6, r0.x
mad_pp r2.xyz, r1, r3, r6
mov_pp r1.x, r4.w
mul r3.xyz, r1.x, c4
mul r4.xyz, r5, c1
mul r4.xyz, r4, c1.w
mov_pp r1.x, c2
mad_pp r0.w, r0.x, c0, r1.x
mad r3.xyz, r3, c4.w, r4
mad_pp r0.xyz, r3, c2.x, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 208 // 192 used size, 14 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
Vector 176 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 25 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedkkoehceckmglikiedhgdbgkfeicjjedcabaaaaaadeahaaaaadaaaaaa
cmaaaaaapmaaaaaadaabaaaaejfdeheomiaaaaaaahaaaaaaaiaaaaaalaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaalmaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaalmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
adadaaaalmaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaalmaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaalmaaaaaaadaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapalaaaalmaaaaaaafaaaaaaaaaaaaaaadaaaaaaafaaaaaa
apapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcpmafaaaaeaaaaaaahpabaaaa
fjaaaaaeegiocaaaaaaaaaaaamaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad
aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa
fkaaaaadaagabaaaaeaaaaaafkaaaaadaagabaaaafaaaaaafibiaaaeaahabaaa
aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa
acaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaa
aeaaaaaaffffaaaafibiaaaeaahabaaaafaaaaaaffffaaaagcbaaaadpcbabaaa
abaaaaaagcbaaaaddcbabaaaacaaaaaagcbaaaadmcbabaaaacaaaaaagcbaaaad
hcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaa
egbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa
aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaadaaaaaa
efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa
abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea
aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa
apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah
icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa
aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa
abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa
abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai
bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa
aaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa
acaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaabaaaaaa
egacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa
egacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaa
egacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaabbaaaaah
icaabaaaaaaaaaaaegbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaa
aaaaaaaadkaabaaaaaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaa
ckiacaaaaaaaaaaaalaaaaaadkiacaaaaaaaaaaaalaaaaaaefaaaaajpcaabaaa
abaaaaaaogbkbaaaacaaaaaaeghobaaaafaaaaaaaagabaaaafaaaaaadiaaaaah
icaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa
abaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa
ogbkbaaaacaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaa
abaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaa
pgapbaaaabaaaaaaegacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaaj
hcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa
aoaaaaahdcaabaaaacaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaaj
pcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa
aaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaai
hcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaaj
pcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa
diaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaadkaabaaaadaaaaaadiaaaaah
hcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaa
aaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaa
afaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaa
egacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa
aaaaaaaaafaaaaaaegacbaaaabaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 208 // 192 used size, 14 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
Vector 176 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 25 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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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" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 56 ALU, 6 TEX
PARAM c[10] = { program.local[0..5],
		{ 2, 1, 8, 0 },
		{ -0.40824828, -0.70710677, 0.57735026, 128 },
		{ -0.40824831, 0.70710677, 0.57735026 },
		{ 0.81649655, 0, 0.57735026 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TEMP R6;
TEX R2, fragment.texcoord[4], texture[4], 2D;
TEX R3, fragment.texcoord[4], texture[5], 2D;
TEX R5.yw, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TXP R1, fragment.texcoord[3], texture[3], 2D;
TEX R4.xyz, fragment.texcoord[1], texture[2], 2D;
MAD R5.xy, R5.wyzw, c[6].x, -c[6].y;
MUL R3.xyz, R3.w, R3;
MUL R6.xyz, R3, c[6].z;
MUL R3.xyz, R6.y, c[8];
MAD R3.xyz, R6.x, c[9], R3;
MAD R3.xyz, R6.z, c[7], R3;
DP3 R3.w, R3, R3;
RSQ R3.w, R3.w;
MUL R3.xyz, R3.w, R3;
DP3 R3.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R3.w, R3.w;
MAD R3.xyz, fragment.texcoord[2], R3.w, R3;
MUL R5.zw, R5.xyxy, R5.xyxy;
ADD_SAT R3.w, R5.z, R5;
DP3 R4.w, R3, R3;
ADD R3.w, -R3, c[6].y;
RSQ R3.w, R3.w;
RSQ R4.w, R4.w;
MUL R3.xyz, R4.w, R3;
RCP R5.z, R3.w;
DP3 R3.x, R5, R3;
MAX R3.w, R3.x, c[6];
DP3_SAT R3.z, R5, c[7];
DP3_SAT R3.x, R5, c[9];
DP3_SAT R3.y, R5, c[8];
DP3 R3.y, R3, R6;
MUL R2.xyz, R2.w, R2;
MUL R2.xyz, R2, R3.y;
MOV R3.x, c[7].w;
MUL R2.w, R3.x, c[1].x;
POW R2.w, R3.w, R2.w;
MUL R2.xyz, R2, c[6].z;
ADD R1, R1, R2;
DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2];
RSQ R2.w, R2.w;
MUL R2.xyz, R1, c[0];
MUL R0.w, R0, R1;
MUL R2.xyz, R2, R0.w;
MAD R0.xyz, R0, R1, R2;
MUL R3.xyz, R2.w, fragment.texcoord[2];
DP3_SAT R1.w, R3, R5;
ADD R1.x, -R1.w, c[6].y;
MUL R2.xyz, R4, c[2];
POW R1.x, R1.x, c[4].x;
MOV R1.w, c[3].x;
MUL R2.xyz, R2, c[2].w;
MUL R1.xyz, R1.x, c[5];
MAD R1.xyz, R1, c[5].w, R2;
MAD result.color.xyz, R1, c[3].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 56 instructions, 7 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_BumpMap] 2D
SetTexture 2 [_Emissive] 2D
SetTexture 3 [_LightBuffer] 2D
SetTexture 4 [unity_Lightmap] 2D
SetTexture 5 [unity_LightmapInd] 2D
"ps_2_0
; 60 ALU, 6 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000
def c7, -0.40824828, -0.70710677, 0.57735026, 0.00000000
def c8, -0.40824831, 0.70710677, 0.57735026, 128.00000000
def c9, 0.81649655, 0.00000000, 0.57735026, 0
dcl t0
dcl t1.xy
dcl t2.xyz
dcl t3
dcl t4.xy
texld r1, t1, s2
texld r2, t0, s0
texldp r3, t3, s3
texld r4, t4, s4
texld r5, t4, s5
mul_pp r5.xyz, r5.w, r5
mul_pp r5.xyz, r5, c6.w
mul r6.xyz, r5.y, c8
mad r6.xyz, r5.x, c9, r6
mul r1.xyz, r1, c2
mul_pp r4.xyz, r4.w, r4
mad r6.xyz, r5.z, c7, r6
mov r0.y, t0.w
mov r0.x, t0.z
mul r1.xyz, r1, c2.w
texld r0, r0, s1
dp3 r0.x, r6, r6
rsq r0.x, r0.x
mul r6.xyz, r0.x, r6
mov r0.x, r0.w
mad_pp r8.xy, r0, c6.x, c6.y
dp3_pp r0.x, t2, t2
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t2, r0.x, r6
mul_pp r7.xy, r8, r8
add_pp_sat r6.x, r7, r7.y
dp3_pp r7.x, r0, r0
rsq_pp r7.x, r7.x
add_pp r6.x, -r6, c6.z
rsq_pp r6.x, r6.x
rcp_pp r8.z, r6.x
mul_pp r0.xyz, r7.x, r0
dp3_pp r0.x, r8, r0
mov_pp r6.x, c1
max_pp r0.x, r0, c7.w
mul_pp r6.x, c8.w, r6
pow r7.x, r0.x, r6.x
dp3_pp_sat r0.z, r8, c7
dp3_pp_sat r0.y, r8, c8
dp3_pp_sat r0.x, r8, c9
dp3_pp r0.x, r0, r5
mul_pp r0.xyz, r4, r0.x
dp3 r4.x, t2, t2
rsq r4.x, r4.x
mov r0.w, r7.x
mul_pp r0.xyz, r0, c6.w
add_pp r0, r3, r0
mul_pp r3.xyz, r0, c0
mul_pp r5.x, r2.w, r0.w
mul_pp r3.xyz, r3, r5.x
mad_pp r0.xyz, r2, r0, r3
mov_pp r3.x, c3
mul r4.xyz, r4.x, t2
dp3_sat r2.x, r4, r8
add r2.x, -r2, c6.z
mad_pp r0.w, r5.x, c0, r3.x
pow_pp r3.x, r2.x, c4.x
mov_pp r2.x, r3.x
mul r2.xyz, r2.x, c5
mad r1.xyz, r2, c5.w, r1
mad_pp r0.xyz, r1, c3.x, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 208 // 112 used size, 14 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 55 instructions, 6 temp regs, 0 temp arrays:
// ALU 40 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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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 "$Globals" 208 // 112 used size, 14 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_BumpMap] 2D 1
SetTexture 2 [_Emissive] 2D 2
SetTexture 3 [_LightBuffer] 2D 3
SetTexture 4 [unity_Lightmap] 2D 4
SetTexture 5 [unity_LightmapInd] 2D 5
// 55 instructions, 6 temp regs, 0 temp arrays:
// ALU 40 float, 0 int, 0 uint
// TEX 6 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

}
	}

#LINE 70

	}
	Fallback "Self-Illumin/Bumped Specular"
}