Shader "KSP/Emissive/Specular"
{
	Properties 
	{
		_MainTex("_MainTex (RGB spec(A))", 2D) = "white" {}
		_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: 20 to 80
//   d3d9 - ALU: 21 to 83
//   d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
Vector 24 [_Emissive_ST]
"!!ARBvp1.0
# 44 ALU
PARAM c[25] = { { 1 },
		state.matrix.mvp,
		program.local[5..24] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.y, R1, c[19];
DP4 R3.x, R1, c[18];
ADD R2.xyz, R2, R3;
MAD R0.x, R0, R0, -R0.y;
MUL R3.xyz, R0.x, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
ADD result.texcoord[3].xyz, R2, R3;
MOV R0.xyz, c[13];
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[11];
DP4 R2.x, R0, c[9];
DP4 R2.y, R0, c[10];
MAD R0.xyz, R2, c[22].w, -vertex.position;
MUL R2.xyz, R1, vertex.attrib[14].w;
MOV R1, c[14];
DP4 R3.z, R1, c[11];
DP4 R3.x, R1, c[9];
DP4 R3.y, R1, c[10];
DP3 result.texcoord[1].y, R0, R2;
DP3 result.texcoord[2].y, R2, R3;
DP3 result.texcoord[1].z, vertex.normal, R0;
DP3 result.texcoord[1].x, R0, vertex.attrib[14];
DP3 result.texcoord[2].z, vertex.normal, R3;
DP3 result.texcoord[2].x, vertex.attrib[14], R3;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 44 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 144 // 144 used size, 10 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 41 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  highp vec3 tmpvar_15;
  tmpvar_15 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_16;
  viewDir_16 = tmpvar_15;
  lowp vec4 c_17;
  highp float nh_18;
  lowp float tmpvar_19;
  tmpvar_19 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_20;
  tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z);
  nh_18 = tmpvar_20;
  mediump float arg1_21;
  arg1_21 = (_Shininess * 128.0);
  highp float tmpvar_22;
  tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4);
  highp vec3 tmpvar_23;
  tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * 2.0);
  c_17.xyz = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_22));
  c_17.w = tmpvar_24;
  c_1.w = c_17.w;
  c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  highp vec3 tmpvar_15;
  tmpvar_15 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_16;
  viewDir_16 = tmpvar_15;
  lowp vec4 c_17;
  highp float nh_18;
  lowp float tmpvar_19;
  tmpvar_19 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_20;
  tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z);
  nh_18 = tmpvar_20;
  mediump float arg1_21;
  arg1_21 = (_Shininess * 128.0);
  highp float tmpvar_22;
  tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4);
  highp vec3 tmpvar_23;
  tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * 2.0);
  c_17.xyz = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_22));
  c_17.w = tmpvar_24;
  c_1.w = c_17.w;
  c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 144 // 144 used size, 10 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 41 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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daaaaaaaaeaeaaaaeaakaaaaaialaaaaebgpgodjmmadaaaammadaaaaaaacpopp
faadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaahaa
acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa
acaabcaaahaaafaaaaaaaaaaadaaaaaaaeaaamaaaaaaaaaaadaaamaaadaabaaa
aaaaaaaaadaabaaaafaabdaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafbiaaapka
aaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac
afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja
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acaaeekaacaaoekaabaaaaacaaaaapiaaeaaoekaafaaaaadabaaahiaaaaaffia
beaaoekaaeaaaaaeabaaahiabdaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahia
bfaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabgaaoekaaaaappiaaaaaoeia
aiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaacaaoejaafaaaaad
acaaahiaabaanciaabaamjjaaeaaaaaeabaaahiaabaamjiaabaancjaacaaoeib
afaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadacaaacoaabaaoeiaaaaaoeia
aiaaaaadacaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaadaaoekaafaaaaad
acaaahiaaaaaffiabeaaoekaaeaaaaaeaaaaaliabdaakekaaaaaaaiaacaakeia
aeaaaaaeaaaaahiabfaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeia
bgaaoekaaeaaaaaeaaaaahiaaaaaoeiabhaappkaaaaaoejbaiaaaaadabaaaboa
abaaoejaaaaaoeiaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoa
acaaoejaaaaaoeiaafaaaaadaaaaahiaacaaoejabhaappkaafaaaaadabaaahia
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abaaabiaafaaoekaaaaaoeiaajaaaaadabaaaciaagaaoekaaaaaoeiaajaaaaad
abaaaeiaahaaoekaaaaaoeiaafaaaaadacaaapiaaaaacjiaaaaakeiaajaaaaad
adaaabiaaiaaoekaacaaoeiaajaaaaadadaaaciaajaaoekaacaaoeiaajaaaaad
adaaaeiaakaaoekaacaaoeiaacaaaaadabaaahiaabaaoeiaadaaoeiaafaaaaad
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hcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaa
dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaa
aeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa
bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaa
abaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaa
abaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaa
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baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah
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abaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaal
hcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaa
egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaa
kgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
egiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaa
baaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah
bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa
adaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaa
egbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaa
egiicaaaadaaaaaaamaaaaaaagaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaak
hcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaa
aaaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaa
abaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaa
abaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaa
abaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaa
acaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaa
egiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaa
egiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaa
egiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa
egacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaa
aaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
akaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaa
egiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab
ejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
aaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa
kjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaa
aeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaa
faepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfcee
aaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa
abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa
imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffied
epepfceeaaklklkl"
}

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 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 440
#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 422
v2f_surf vert_surf( in appdata_full v ) {
    #line 424
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 428
    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 432
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 436
    o.vlight = shlight;
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 440
#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 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 440
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 444
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 448
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 452
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    #line 456
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 11 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 19 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

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



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_10;
  tmpvar_10 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_9.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_11;
  tmpvar_11 = color_6.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_12;
  tmpvar_4 = _Opacity;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_13.w) * tmpvar_13.xyz));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  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 [_Emissive_ST]
"agal_vs
c17 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12
aaaaaaaaaaaaaiacbbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c17.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10
bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8
bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9
adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w
acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0
bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy
abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16
adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15
abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14
abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 11 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 19 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 419
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 422
v2f_surf vert_surf( in appdata_full v ) {
    #line 424
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 428
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 432
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 436
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 419
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 439
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 441
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    #line 445
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 449
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    #line 453
    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 457
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 11 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 19 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  c_1.w = 0.0;
  highp vec3 tmpvar_15;
  tmpvar_15 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_16;
  mediump vec3 viewDir_17;
  viewDir_17 = tmpvar_15;
  mediump vec3 specColor_18;
  highp float nh_19;
  mat3 tmpvar_20;
  tmpvar_20[0].x = 0.816497;
  tmpvar_20[0].y = -0.408248;
  tmpvar_20[0].z = -0.408248;
  tmpvar_20[1].x = 0.0;
  tmpvar_20[1].y = 0.707107;
  tmpvar_20[1].z = -0.707107;
  tmpvar_20[2].x = 0.57735;
  tmpvar_20[2].y = 0.57735;
  tmpvar_20[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_21;
  mediump vec3 lm_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_22 = tmpvar_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_21 = tmpvar_24;
  lm_22 = (lm_22 * dot (clamp ((tmpvar_20 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_21));
  vec3 v_25;
  v_25.x = tmpvar_20[0].x;
  v_25.y = tmpvar_20[1].x;
  v_25.z = tmpvar_20[2].x;
  vec3 v_26;
  v_26.x = tmpvar_20[0].y;
  v_26.y = tmpvar_20[1].y;
  v_26.z = tmpvar_20[2].y;
  vec3 v_27;
  v_27.x = tmpvar_20[0].z;
  v_27.y = tmpvar_20[1].z;
  v_27.z = tmpvar_20[2].z;
  mediump float tmpvar_28;
  tmpvar_28 = max (0.0, normalize((normalize((((scalePerBasisVector_21.x * v_25) + (scalePerBasisVector_21.y * v_26)) + (scalePerBasisVector_21.z * v_27))) + viewDir_17)).z);
  nh_19 = tmpvar_28;
  highp float tmpvar_29;
  mediump float arg1_30;
  arg1_30 = (_Shininess * 128.0);
  tmpvar_29 = pow (nh_19, arg1_30);
  highp vec3 tmpvar_31;
  tmpvar_31 = (((lm_22 * _SpecColor.xyz) * tmpvar_4) * tmpvar_29);
  specColor_18 = tmpvar_31;
  highp vec4 tmpvar_32;
  tmpvar_32.xyz = lm_22;
  tmpvar_32.w = tmpvar_29;
  tmpvar_16 = tmpvar_32;
  c_1.xyz = specColor_18;
  mediump vec3 tmpvar_33;
  tmpvar_33 = (c_1.xyz + (tmpvar_2 * tmpvar_16.xyz));
  c_1.xyz = tmpvar_33;
  c_1.w = tmpvar_5;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  c_1.w = 0.0;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (unity_LightmapInd, xlv_TEXCOORD2);
  highp vec3 tmpvar_17;
  tmpvar_17 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_18;
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_17;
  mediump vec3 specColor_20;
  highp float nh_21;
  mat3 tmpvar_22;
  tmpvar_22[0].x = 0.816497;
  tmpvar_22[0].y = -0.408248;
  tmpvar_22[0].z = -0.408248;
  tmpvar_22[1].x = 0.0;
  tmpvar_22[1].y = 0.707107;
  tmpvar_22[1].z = -0.707107;
  tmpvar_22[2].x = 0.57735;
  tmpvar_22[2].y = 0.57735;
  tmpvar_22[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_23;
  mediump vec3 lm_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz);
  lm_24 = tmpvar_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz);
  scalePerBasisVector_23 = tmpvar_26;
  lm_24 = (lm_24 * dot (clamp ((tmpvar_22 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_23));
  vec3 v_27;
  v_27.x = tmpvar_22[0].x;
  v_27.y = tmpvar_22[1].x;
  v_27.z = tmpvar_22[2].x;
  vec3 v_28;
  v_28.x = tmpvar_22[0].y;
  v_28.y = tmpvar_22[1].y;
  v_28.z = tmpvar_22[2].y;
  vec3 v_29;
  v_29.x = tmpvar_22[0].z;
  v_29.y = tmpvar_22[1].z;
  v_29.z = tmpvar_22[2].z;
  mediump float tmpvar_30;
  tmpvar_30 = max (0.0, normalize((normalize((((scalePerBasisVector_23.x * v_27) + (scalePerBasisVector_23.y * v_28)) + (scalePerBasisVector_23.z * v_29))) + viewDir_19)).z);
  nh_21 = tmpvar_30;
  highp float tmpvar_31;
  mediump float arg1_32;
  arg1_32 = (_Shininess * 128.0);
  tmpvar_31 = pow (nh_21, arg1_32);
  highp vec3 tmpvar_33;
  tmpvar_33 = (((lm_24 * _SpecColor.xyz) * tmpvar_4) * tmpvar_31);
  specColor_20 = tmpvar_33;
  highp vec4 tmpvar_34;
  tmpvar_34.xyz = lm_24;
  tmpvar_34.w = tmpvar_31;
  tmpvar_18 = tmpvar_34;
  c_1.xyz = specColor_20;
  mediump vec3 tmpvar_35;
  tmpvar_35 = (c_1.xyz + (tmpvar_2 * tmpvar_18.xyz));
  c_1.xyz = tmpvar_35;
  c_1.w = tmpvar_5;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 11 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 19 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 419
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 440
#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 422
v2f_surf vert_surf( in appdata_full v ) {
    #line 424
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 428
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 432
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 436
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 419
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 440
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 370
mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) {
    #line 372
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2))));
    #line 376
    mediump vec3 h = normalize((lightDir + viewDir));
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = pow( nh, (s.Specular * 128.0));
    specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec);
    #line 380
    return vec4( lm, spec);
}
#line 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 440
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 444
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 448
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 452
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    mediump vec3 specColor;
    #line 456
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz;
    c.xyz += specColor;
    #line 460
    c.xyz += (o.Albedo * lm);
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Vector 176 [_MainTex_ST] 4
Vector 192 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 46 instructions, 5 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _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;
  highp vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD1);
  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, xlv_TEXCOORD2.z);
  mediump float tmpvar_26;
  tmpvar_26 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_22)).z);
  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_4);
  highp vec3 tmpvar_29;
  tmpvar_29 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (tmpvar_15 * 2.0));
  c_23.xyz = tmpvar_29;
  highp float tmpvar_30;
  tmpvar_30 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * tmpvar_15));
  c_23.w = tmpvar_30;
  c_1.w = c_23.w;
  c_1.xyz = (c_23.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4);
  highp vec3 tmpvar_16;
  tmpvar_16 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_17;
  viewDir_17 = tmpvar_16;
  lowp vec4 c_18;
  highp float nh_19;
  lowp float tmpvar_20;
  tmpvar_20 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_21;
  tmpvar_21 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_17)).z);
  nh_19 = tmpvar_21;
  mediump float arg1_22;
  arg1_22 = (_Shininess * 128.0);
  highp float tmpvar_23;
  tmpvar_23 = (pow (nh_19, arg1_22) * tmpvar_4);
  highp vec3 tmpvar_24;
  tmpvar_24 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_20) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_23)) * (tmpvar_15.x * 2.0));
  c_18.xyz = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_23) * tmpvar_15.x));
  c_18.w = tmpvar_25;
  c_1.w = c_18.w;
  c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "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 [_Emissive_ST]
"agal_vs
c26 1.0 0.5 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w
bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5
bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4
bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6
aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w
adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx
aaaaaaaaaaaaaiacbkaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c26.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17
bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16
bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15
adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w
bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20
bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19
bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18
abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz
adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x
acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y
adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21
abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0
aaaaaaaaabaaaiacbkaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c26.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaabkaaaaffabaaaaaa mul r1.xyz, r0.xyww, c26.y
adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz
bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz
adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaafaaamacadaaaaeeaaaaaaaabjaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c25.xyxy
abaaaaaaaaaaamaeafaaaaopacaaaaaabjaaaaoeabaaaaaa add v0.zw, r5.wwzw, c25
adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24
abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Vector 176 [_MainTex_ST] 4
Vector 192 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 46 instructions, 5 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaa
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egacbaaaacaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaa
acaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaa
diaaaaaihcaabaaaabaaaaaaegbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaa
diaaaaaihcaabaaaacaaaaaafgafbaaaabaaaaaaegiccaaaadaaaaaaanaaaaaa
dcaaaaaklcaabaaaabaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaabaaaaaa
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bbaaaaaiecaabaaaaeaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaadaaaaaa
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dcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaabaaaaaa
egacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa
abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa
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doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa
apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied
epepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaakeaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 429
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 450
#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 431
v2f_surf vert_surf( in appdata_full v ) {
    #line 433
    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 * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 437
    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 441
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 445
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 429
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 450
#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 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 412
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 416
    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 450
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 454
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 458
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 462
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    #line 466
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 224 // 224 used size, 12 vars
Vector 176 [unity_LightmapST] 4
Vector 192 [_MainTex_ST] 4
Vector 208 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_10;
  tmpvar_10 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_9.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_11;
  tmpvar_11 = color_6.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_12;
  tmpvar_4 = _Opacity;
  lowp float tmpvar_13;
  mediump float lightShadowDataX_14;
  highp float dist_15;
  lowp float tmpvar_16;
  tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x;
  dist_15 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = _LightShadowData.x;
  lightShadowDataX_14 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_14);
  tmpvar_13 = tmpvar_18;
  c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_13 * 2.0))));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_10;
  tmpvar_10 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_9.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_11;
  tmpvar_11 = color_6.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_12;
  tmpvar_4 = _Opacity;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3);
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec3 tmpvar_15;
  tmpvar_15 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz);
  c_1.xyz = (tmpvar_2 * max (min (tmpvar_15, ((tmpvar_13.x * 2.0) * tmpvar_14.xyz)), (tmpvar_15 * tmpvar_13.x)));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  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 [_Emissive_ST]
"agal_vs
c19 1.0 0.5 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
aaaaaaaaabaaaiacbdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c19.x
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w
acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0
bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaacaaahacaaaaaapeacaaaaaabdaaaaffabaaaaaa mul r2.xyz, r0.xyww, c19.y
bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5
adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x
aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x
abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z
adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw
adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy
abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18
adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17
abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw
adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16
abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 224 // 224 used size, 12 vars
Vector 176 [unity_LightmapST] 4
Vector 192 [_MainTex_ST] 4
Vector 208 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 428
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 431
v2f_surf vert_surf( in appdata_full v ) {
    #line 433
    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 * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 437
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 441
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 446
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 428
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 412
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 416
    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 449
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 451
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    #line 455
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 459
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    #line 463
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    #line 467
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 224 // 224 used size, 12 vars
Vector 176 [unity_LightmapST] 4
Vector 192 [_MainTex_ST] 4
Vector 208 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedjdpbodomiamihhhaemmjabndkfjbffglabaaaaaaiaafaaaaadaaaaaa
cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa
aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
adamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa
pjaaaaaafjaaaaaeegiocaaaaaaaaaaaaoaaaaaafjaaaaaeegiocaaaabaaaaaa
agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa
fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa
adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa
gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa
adaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa
aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa
aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa
dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa
pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa
amaaaaaaogikcaaaaaaaaaaaamaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa
adaaaaaaagiecaaaaaaaaaaaanaaaaaakgiocaaaaaaaaaaaanaaaaaadiaaaaah
hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa
abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa
diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj
hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa
dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa
aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa
bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa
acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa
acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa
aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa
baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah
eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaaldccabaaa
adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaa
alaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa
afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp
aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaaaaaaaaaa
aaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab
"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  lowp float tmpvar_15;
  mediump float lightShadowDataX_16;
  highp float dist_17;
  lowp float tmpvar_18;
  tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).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_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_16);
  tmpvar_15 = tmpvar_20;
  c_1.w = 0.0;
  highp vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD1);
  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 scalePerBasisVector_27;
  mediump vec3 lm_28;
  lowp vec3 tmpvar_29;
  tmpvar_29 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_28 = tmpvar_29;
  lowp vec3 tmpvar_30;
  tmpvar_30 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_27 = tmpvar_30;
  lm_28 = (lm_28 * dot (clamp ((tmpvar_26 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_27));
  vec3 v_31;
  v_31.x = tmpvar_26[0].x;
  v_31.y = tmpvar_26[1].x;
  v_31.z = tmpvar_26[2].x;
  vec3 v_32;
  v_32.x = tmpvar_26[0].y;
  v_32.y = tmpvar_26[1].y;
  v_32.z = tmpvar_26[2].y;
  vec3 v_33;
  v_33.x = tmpvar_26[0].z;
  v_33.y = tmpvar_26[1].z;
  v_33.z = tmpvar_26[2].z;
  mediump float tmpvar_34;
  tmpvar_34 = max (0.0, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_23)).z);
  nh_25 = tmpvar_34;
  highp float tmpvar_35;
  mediump float arg1_36;
  arg1_36 = (_Shininess * 128.0);
  tmpvar_35 = pow (nh_25, arg1_36);
  highp vec3 tmpvar_37;
  tmpvar_37 = (((lm_28 * _SpecColor.xyz) * tmpvar_4) * tmpvar_35);
  specColor_24 = tmpvar_37;
  highp vec4 tmpvar_38;
  tmpvar_38.xyz = lm_28;
  tmpvar_38.w = tmpvar_35;
  tmpvar_22 = tmpvar_38;
  c_1.xyz = specColor_24;
  lowp vec3 tmpvar_39;
  tmpvar_39 = vec3((tmpvar_15 * 2.0));
  mediump vec3 tmpvar_40;
  tmpvar_40 = (c_1.xyz + (tmpvar_2 * min (tmpvar_22.xyz, tmpvar_39)));
  c_1.xyz = tmpvar_40;
  c_1.w = tmpvar_5;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3);
  c_1.w = 0.0;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2D (unity_LightmapInd, xlv_TEXCOORD2);
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  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 scalePerBasisVector_24;
  mediump vec3 lm_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz);
  lm_25 = tmpvar_26;
  lowp vec3 tmpvar_27;
  tmpvar_27 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz);
  scalePerBasisVector_24 = tmpvar_27;
  lm_25 = (lm_25 * dot (clamp ((tmpvar_23 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_24));
  vec3 v_28;
  v_28.x = tmpvar_23[0].x;
  v_28.y = tmpvar_23[1].x;
  v_28.z = tmpvar_23[2].x;
  vec3 v_29;
  v_29.x = tmpvar_23[0].y;
  v_29.y = tmpvar_23[1].y;
  v_29.z = tmpvar_23[2].y;
  vec3 v_30;
  v_30.x = tmpvar_23[0].z;
  v_30.y = tmpvar_23[1].z;
  v_30.z = tmpvar_23[2].z;
  mediump float tmpvar_31;
  tmpvar_31 = max (0.0, normalize((normalize((((scalePerBasisVector_24.x * v_28) + (scalePerBasisVector_24.y * v_29)) + (scalePerBasisVector_24.z * v_30))) + viewDir_20)).z);
  nh_22 = tmpvar_31;
  highp float tmpvar_32;
  mediump float arg1_33;
  arg1_33 = (_Shininess * 128.0);
  tmpvar_32 = pow (nh_22, arg1_33);
  highp vec3 tmpvar_34;
  tmpvar_34 = (((lm_25 * _SpecColor.xyz) * tmpvar_4) * tmpvar_32);
  specColor_21 = tmpvar_34;
  highp vec4 tmpvar_35;
  tmpvar_35.xyz = lm_25;
  tmpvar_35.w = tmpvar_32;
  tmpvar_19 = tmpvar_35;
  c_1.xyz = specColor_21;
  lowp vec3 arg1_36;
  arg1_36 = ((tmpvar_15.x * 2.0) * tmpvar_16.xyz);
  mediump vec3 tmpvar_37;
  tmpvar_37 = (c_1.xyz + (tmpvar_2 * max (min (tmpvar_19.xyz, arg1_36), (tmpvar_19.xyz * tmpvar_15.x))));
  c_1.xyz = tmpvar_37;
  c_1.w = tmpvar_5;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 224 // 224 used size, 12 vars
Vector 176 [unity_LightmapST] 4
Vector 192 [_MainTex_ST] 4
Vector 208 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 428
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 450
#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 431
v2f_surf vert_surf( in appdata_full v ) {
    #line 433
    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 * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 437
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 441
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 446
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 428
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 450
#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 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 412
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 416
    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 450
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 454
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 458
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 462
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    mediump vec3 specColor;
    #line 466
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz;
    c.xyz += specColor;
    #line 470
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 144 // 144 used size, 10 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 65 instructions, 6 temp regs, 0 temp arrays:
// ALU 36 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  highp vec3 tmpvar_15;
  tmpvar_15 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_16;
  viewDir_16 = tmpvar_15;
  lowp vec4 c_17;
  highp float nh_18;
  lowp float tmpvar_19;
  tmpvar_19 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_20;
  tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z);
  nh_18 = tmpvar_20;
  mediump float arg1_21;
  arg1_21 = (_Shininess * 128.0);
  highp float tmpvar_22;
  tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4);
  highp vec3 tmpvar_23;
  tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * 2.0);
  c_17.xyz = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_22));
  c_17.w = tmpvar_24;
  c_1.w = c_17.w;
  c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  highp vec3 tmpvar_15;
  tmpvar_15 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_16;
  viewDir_16 = tmpvar_15;
  lowp vec4 c_17;
  highp float nh_18;
  lowp float tmpvar_19;
  tmpvar_19 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_20;
  tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z);
  nh_18 = tmpvar_20;
  mediump float arg1_21;
  arg1_21 = (_Shininess * 128.0);
  highp float tmpvar_22;
  tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4);
  highp vec3 tmpvar_23;
  tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * 2.0);
  c_17.xyz = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_22));
  c_17.w = tmpvar_24;
  c_1.w = c_17.w;
  c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 144 // 144 used size, 10 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 65 instructions, 6 temp regs, 0 temp arrays:
// ALU 36 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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egaobaaaacaaaaaaegiocaaaacaaaaaaafaaaaaaaceaaaaaaaaaiadpaaaaiadp
aaaaiadpaaaaiadpaoaaaaakpcaabaaaacaaaaaaaceaaaaaaaaaiadpaaaaiadp
aaaaiadpaaaaiadpegaobaaaacaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa
aaaaaaaaegaobaaaadaaaaaadeaaaaakpcaabaaaaaaaaaaaegaobaaaaaaaaaaa
aceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaa
egaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaafgafbaaa
aaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaa
acaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaa
aaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaaaaaaaaaa
egacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa
imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 _MainTex_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 422
v2f_surf vert_surf( in appdata_full v ) {
    #line 424
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 428
    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 432
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 436
    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 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 _MainTex_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 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    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_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    #line 448
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 452
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    #line 456
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    #line 460
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Vector 176 [_MainTex_ST] 4
Vector 192 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 70 instructions, 7 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _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;
  highp vec3 tmpvar_21;
  tmpvar_21 = normalize(xlv_TEXCOORD1);
  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, xlv_TEXCOORD2.z);
  mediump float tmpvar_26;
  tmpvar_26 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_22)).z);
  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_4);
  highp vec3 tmpvar_29;
  tmpvar_29 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (tmpvar_15 * 2.0));
  c_23.xyz = tmpvar_29;
  highp float tmpvar_30;
  tmpvar_30 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * tmpvar_15));
  c_23.w = tmpvar_30;
  c_1.w = c_23.w;
  c_1.xyz = (c_23.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4);
  highp vec3 tmpvar_16;
  tmpvar_16 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_17;
  viewDir_17 = tmpvar_16;
  lowp vec4 c_18;
  highp float nh_19;
  lowp float tmpvar_20;
  tmpvar_20 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_21;
  tmpvar_21 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_17)).z);
  nh_19 = tmpvar_21;
  mediump float arg1_22;
  arg1_22 = (_Shininess * 128.0);
  highp float tmpvar_23;
  tmpvar_23 = (pow (nh_19, arg1_22) * tmpvar_4);
  highp vec3 tmpvar_24;
  tmpvar_24 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_20) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_23)) * (tmpvar_15.x * 2.0));
  c_18.xyz = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_23) * tmpvar_15.x));
  c_18.w = tmpvar_25;
  c_1.w = c_18.w;
  c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "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 [_Emissive_ST]
"agal_vs
c34 1.0 0.0 0.5 0.0
[bc]
adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5
bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x
abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16
bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5
bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4
bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6
adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x
abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15
adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1
aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x
adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0
abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2
aaaaaaaaaeaaaiacccaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c34.x
bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y
abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0
abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2
adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18
aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y
akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w
akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
abaaaaaaabaaapacacaaaaoeacaaaaaaccaaaaaaabaaaaaa add r1, r2, c34.x
bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25
bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24
bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23
afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x
afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y
afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w
afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z
ahaaaaaaaaaaapacaaaaaaoeacaaaaaaccaaaaffabaaaaaa max r0, r0, c34.y
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20
adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19
abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22
abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz
adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx
adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w
bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28
bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27
bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26
adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x
acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w
adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29
abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz
abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz
abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0
aaaaaaaaabaaaiacccaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c34.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaaccaaaakkabaaaaaa mul r1.xyz, r0.xyww, c34.z
adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz
bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz
adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaafaaamacadaaaaeeaaaaaaaacbaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c33.xyxy
abaaaaaaaaaaamaeafaaaaopacaaaaaacbaaaaoeabaaaaaa add v0.zw, r5.wwzw, c33
adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32
abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 208 // 208 used size, 11 vars
Vector 176 [_MainTex_ST] 4
Vector 192 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 70 instructions, 7 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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afaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaa
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aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 429
uniform highp vec4 _MainTex_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 431
v2f_surf vert_surf( in appdata_full v ) {
    #line 433
    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 * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 437
    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 441
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 445
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 450
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 429
uniform highp vec4 _MainTex_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 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 412
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 416
    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 452
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 454
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    #line 458
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 462
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    #line 466
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    #line 470
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _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;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_18;
  lowp vec4 c_20;
  highp float nh_21;
  lowp float tmpvar_22;
  tmpvar_22 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_23;
  tmpvar_23 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_19)).z);
  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_4);
  highp vec3 tmpvar_26;
  tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (shadow_15 * 2.0));
  c_20.xyz = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * shadow_15));
  c_20.w = tmpvar_27;
  c_1.w = c_20.w;
  c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 429
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 450
#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 431
v2f_surf vert_surf( in appdata_full v ) {
    #line 433
    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 * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 437
    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 441
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 445
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 429
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 450
#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 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 412
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 416
    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 450
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 454
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 458
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 462
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    #line 466
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp float tmpvar_4;
  mediump float rim_5;
  highp vec4 color_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_5 = tmpvar_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_10;
  tmpvar_10 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_9.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_11;
  tmpvar_11 = color_6.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_12;
  tmpvar_4 = _Opacity;
  lowp float shadow_13;
  lowp float tmpvar_14;
  tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
  highp float tmpvar_15;
  tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x)));
  shadow_13 = tmpvar_15;
  c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_13 * 2.0))));
  c_1.w = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  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 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 428
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 431
v2f_surf vert_surf( in appdata_full v ) {
    #line 433
    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 * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 437
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 441
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 446
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 428
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 412
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 416
    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 449
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 451
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    #line 455
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 459
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    #line 463
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    #line 467
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _Opacity;
  lowp float shadow_15;
  lowp float tmpvar_16;
  tmpvar_16 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
  highp float tmpvar_17;
  tmpvar_17 = (_LightShadowData.x + (tmpvar_16 * (1.0 - _LightShadowData.x)));
  shadow_15 = tmpvar_17;
  c_1.w = 0.0;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  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 scalePerBasisVector_24;
  mediump vec3 lm_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_25 = tmpvar_26;
  lowp vec3 tmpvar_27;
  tmpvar_27 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_24 = tmpvar_27;
  lm_25 = (lm_25 * dot (clamp ((tmpvar_23 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_24));
  vec3 v_28;
  v_28.x = tmpvar_23[0].x;
  v_28.y = tmpvar_23[1].x;
  v_28.z = tmpvar_23[2].x;
  vec3 v_29;
  v_29.x = tmpvar_23[0].y;
  v_29.y = tmpvar_23[1].y;
  v_29.z = tmpvar_23[2].y;
  vec3 v_30;
  v_30.x = tmpvar_23[0].z;
  v_30.y = tmpvar_23[1].z;
  v_30.z = tmpvar_23[2].z;
  mediump float tmpvar_31;
  tmpvar_31 = max (0.0, normalize((normalize((((scalePerBasisVector_24.x * v_28) + (scalePerBasisVector_24.y * v_29)) + (scalePerBasisVector_24.z * v_30))) + viewDir_20)).z);
  nh_22 = tmpvar_31;
  highp float tmpvar_32;
  mediump float arg1_33;
  arg1_33 = (_Shininess * 128.0);
  tmpvar_32 = pow (nh_22, arg1_33);
  highp vec3 tmpvar_34;
  tmpvar_34 = (((lm_25 * _SpecColor.xyz) * tmpvar_4) * tmpvar_32);
  specColor_21 = tmpvar_34;
  highp vec4 tmpvar_35;
  tmpvar_35.xyz = lm_25;
  tmpvar_35.w = tmpvar_32;
  tmpvar_19 = tmpvar_35;
  c_1.xyz = specColor_21;
  lowp vec3 tmpvar_36;
  tmpvar_36 = vec3((shadow_15 * 2.0));
  mediump vec3 tmpvar_37;
  tmpvar_37 = (c_1.xyz + (tmpvar_2 * min (tmpvar_19.xyz, tmpvar_36)));
  c_1.xyz = tmpvar_37;
  c_1.w = tmpvar_5;
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
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#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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 428
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 450
#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 431
v2f_surf vert_surf( in appdata_full v ) {
    #line 433
    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 * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 437
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 441
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 446
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 86
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#line 95
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#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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 428
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 450
#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 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 412
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 416
    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 450
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 454
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 458
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 462
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    mediump vec3 specColor;
    #line 466
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz;
    c.xyz += specColor;
    #line 470
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_4;
  lowp float tmpvar_5;
  mediump float rim_6;
  highp vec4 color_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_6 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_11;
  tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_12;
  tmpvar_12 = color_7.xyz;
  tmpvar_2 = tmpvar_12;
  tmpvar_3 = tmpvar_11;
  highp float tmpvar_13;
  tmpvar_13 = color_7.w;
  tmpvar_4 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_14;
  tmpvar_5 = _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;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_18;
  lowp vec4 c_20;
  highp float nh_21;
  lowp float tmpvar_22;
  tmpvar_22 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_23;
  tmpvar_23 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_19)).z);
  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_4);
  highp vec3 tmpvar_26;
  tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (shadow_15 * 2.0));
  c_20.xyz = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * shadow_15));
  c_20.w = tmpvar_27;
  c_1.w = c_20.w;
  c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 233
#line 242
#line 259
#line 264
#line 290
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#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 429
uniform highp vec4 _MainTex_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 431
v2f_surf vert_surf( in appdata_full v ) {
    #line 433
    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 * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 437
    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 441
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 445
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 450
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 397
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 419
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 214
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#line 233
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#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 396
uniform highp vec4 _RimColor;
#line 404
#line 429
uniform highp vec4 _MainTex_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 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 412
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 416
    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 452
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 454
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    #line 458
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 462
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    #line 466
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    #line 470
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 17 to 47, TEX: 2 to 5
//   d3d9 - ALU: 20 to 51, TEX: 2 to 5
//   d3d11 - ALU: 13 to 36, TEX: 2 to 5, FLOW: 1 to 1
//   d3d11_9x - ALU: 13 to 36, TEX: 2 to 5, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Vector 3 [_EmissiveColor]
Float 4 [_Opacity]
Float 5 [_RimFalloff]
Vector 6 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_Emissive] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 34 ALU, 2 TEX
PARAM c[8] = { program.local[0..6],
		{ 1, 0, 128, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R2.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MOV R1.xyz, fragment.texcoord[2];
MAD R1.xyz, fragment.texcoord[1], R1.w, R1;
DP3 R1.x, R1, R1;
RSQ R1.y, R1.x;
MUL R1.y, R1, R1.z;
MOV R1.x, c[7].z;
MUL R1.z, R1.x, c[2].x;
MAX R1.x, R1.y, c[7].y;
POW R2.w, R1.x, R1.z;
MOV R1, c[1];
MUL R0.w, R0, R2;
MUL R1.w, R1, c[0];
MAX R2.w, fragment.texcoord[2].z, c[7].y;
MUL R3.xyz, R0, c[0];
MUL R3.xyz, R3, R2.w;
MUL R1.xyz, R1, c[0];
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
MAD R1.xyz, R1, R0.w, R3;
MUL R1.xyz, R1, c[7].w;
MAD R0.xyz, R0, fragment.texcoord[3], R1;
MUL R1.xyz, R2, c[3];
RSQ R2.w, R2.w;
MUL_SAT R2.w, R2, fragment.texcoord[1].z;
ADD R2.w, -R2, c[7].x;
MUL R2.xyz, R1, c[3].w;
POW R2.w, R2.w, c[5].x;
MUL R1.xyz, R2.w, c[6];
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
# 34 instructions, 4 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 [_Emissive] 2D
"ps_2_0
; 42 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
def c7, 1.00000000, 0.00000000, 128.00000000, 2.00000000
dcl t0
dcl t1.xyz
dcl t2.xyz
dcl t3.xyz
texld r2, t0, s0
dp3 r3.x, t1, t1
mov_pp r1.xyz, t2
mov r0.y, t0.w
mov r0.x, t0.z
rsq r3.x, r3.x
mul_pp r5.xyz, r2, c0
mov_pp r0.w, c0
texld r4, r0, s1
dp3_pp r0.x, t1, t1
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t1, r0.x, r1
dp3_pp r0.x, r0, r0
rsq_pp r0.x, r0.x
mul_pp r0.z, r0.x, r0
max_pp r0.x, r0.z, c7.y
mov_pp r1.x, c2
mul_sat r0.z, r3.x, t1
mul_pp r1.x, c7.z, r1
pow r3.w, r0.x, r1.x
add r0.x, -r0.z, c7
pow_pp r1.w, r0.x, c5.x
mov_pp r0.x, r1.w
mul r4.xyz, r4, c3
mul r1.xyz, r4, c3.w
mul r0.xyz, r0.x, c6
mad r4.xyz, r0, c6.w, r1
mov r0.x, r3.w
max_pp r1.x, t2.z, c7.y
mov_pp r3.xyz, c0
mul r0.x, r2.w, r0
mul_pp r3.xyz, c1, r3
mul_pp r1.xyz, r5, r1.x
mad r1.xyz, r3, r0.x, r1
mul r3.xyz, r1, c7.w
mul_pp r1.x, c1.w, r0.w
mad r0.w, r0.x, r1.x, c4.x
mad_pp r2.xyz, r2, t3, r3
mad_pp r0.xyz, r4, c4.x, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
// 34 instructions, 4 temp regs, 0 temp arrays:
// ALU 24 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "flash " {
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 [_Emissive] 2D
"agal_ps
c7 1.0 0.0 128.0 2.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
bcaaaaaaadaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r3.x, v1, v1
aaaaaaaaabaaahacacaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v2
aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w
aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z
akaaaaaaadaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r3.x, r3.x
adaaaaaaafaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r5.xyz, r2.xyzz, c0
aaaaaaaaaaaaaiacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0
ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r0.x, r0.z
ahaaaaaaaaaaabacaaaaaakkacaaaaaaahaaaaffabaaaaaa max r0.x, r0.z, c7.y
aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2
adaaaaaaaaaaaeacadaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r3.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
adaaaaaaabaaabacahaaaakkabaaaaaaabaaaaaaacaaaaaa mul r1.x, c7.z, r1.x
alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r3, r0.x, r1.x
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaahaaaaoeabaaaaaa add r0.x, r1.w, c7
alaaaaaaabaaapacaaaaaaaaacaaaaaaafaaaaaaabaaaaaa pow r1, r0.x, c5.x
aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x
adaaaaaaaeaaahacaeaaaakeacaaaaaaadaaaaoeabaaaaaa mul r4.xyz, r4.xyzz, c3
adaaaaaaabaaahacaeaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r4.xyzz, c3.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaagaaaaoeabaaaaaa mul r0.xyz, r0.x, c6
adaaaaaaaeaaahacaaaaaakeacaaaaaaagaaaappabaaaaaa mul r4.xyz, r0.xyzz, c6.w
abaaaaaaaeaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa add r4.xyz, r4.xyzz, r1.xyzz
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
ahaaaaaaabaaabacacaaaakkaeaaaaaaahaaaaffabaaaaaa max r1.x, v2.z, c7.y
aaaaaaaaadaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r3.xyz, c0
adaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r2.w, r0.x
adaaaaaaadaaahacabaaaaoeabaaaaaaadaaaakeacaaaaaa mul r3.xyz, c1, r3.xyzz
adaaaaaaabaaahacafaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r5.xyzz, r1.x
adaaaaaaafaaahacadaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r5.xyz, r3.xyzz, r0.x
abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz
adaaaaaaadaaahacabaaaakeacaaaaaaahaaaappabaaaaaa mul r3.xyz, r1.xyzz, c7.w
adaaaaaaabaaabacabaaaappabaaaaaaaaaaaappacaaaaaa mul r1.x, c1.w, r0.w
adaaaaaaaaaaaiacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r0.w, r0.x, r1.x
abaaaaaaaaaaaiacaaaaaappacaaaaaaaeaaaaaaabaaaaaa add r0.w, r0.w, c4.x
adaaaaaaacaaahacacaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r2.xyz, r2.xyzz, v3
abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz
adaaaaaaaaaaahacaeaaaakeacaaaaaaaeaaaaaaabaaaaaa mul r0.xyz, r4.xyzz, c4.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 144 // 112 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
// 34 instructions, 4 temp regs, 0 temp arrays:
// ALU 24 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_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 [_Emissive] 2D
SetTexture 2 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 17 ALU, 3 TEX
PARAM c[5] = { program.local[0..3],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[2], texture[2], 2D;
TEX R2.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
MUL R2.xyz, R2, c[0];
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.w, -R1, c[4].y;
MUL R0.xyz, R0.w, R0;
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
# 17 instructions, 4 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 [_Emissive] 2D
SetTexture 2 [unity_Lightmap] 2D
"ps_2_0
; 20 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c4, 1.00000000, 8.00000000, 0, 0
dcl t0
dcl t1.xyz
dcl t2.xy
texld r4, t0, s0
texld r1, t2, s2
mov r0.y, t0.w
mov r0.x, t0.z
mul_pp r1.xyz, r1.w, r1
mul_pp r1.xyz, r1, r4
mov_pp r0.w, c1.x
texld r3, r0, s1
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c4
pow_pp r2.w, r0.x, c2.x
mov_pp r0.x, r2.w
mul r3.xyz, r3, c0
mul r2.xyz, r3, c0.w
mul r0.xyz, r0.x, c3
mad r0.xyz, r0, c3.w, r2
mul_pp r0.xyz, r0, c1.x
mad_pp r0.xyz, r1, c4.y, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
// 20 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedbadkaofpibicnhhgfkbjbdnbhobmihbbabaaaaaaneadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcoeacaaaaeaaaaaaaljaaaaaafjaaaaaeegiocaaa
aaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae
aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad
pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa
egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa
aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa
aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp
cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa
akaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa
aaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa
abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa
egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa
pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaaaaaaaaa
pgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaa
egacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaefaaaaajpcaabaaaabaaaaaa
egbabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaa
aaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaa
egacbaaaabaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa
abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaa
egacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaa
aaaaaaaaakiacaaaaaaaaaaaafaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_EmissiveColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_Emissive] 2D
SetTexture 2 [unity_Lightmap] 2D
"agal_ps
c4 1.0 8.0 0.0 0.0
[bc]
ciaaaaaaaeaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r4, v0, s0 <2d wrap linear point>
ciaaaaaaabaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r1, v2, s2 <2d wrap linear point>
aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w
aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z
adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r4.xyzz
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z
abaaaaaaaaaaabacacaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r2.z, c4
alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x
aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x
adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0
adaaaaaaacaaahacadaaaakeacaaaaaaaaaaaappabaaaaaa mul r2.xyz, r3.xyzz, c0.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w
abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaaffabaaaaaa mul r1.xyz, r1.xyzz, c4.y
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
// 20 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_Emissive] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 41 ALU, 4 TEX
PARAM c[10] = { program.local[0..5],
		{ 1, 0.57735026, 8, 0 },
		{ -0.40824828, -0.70710677, 0.57735026, 128 },
		{ 0.81649655, 0, 0.57735026 },
		{ -0.40824831, 0.70710677, 0.57735026 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R1, fragment.texcoord[2], texture[2], 2D;
TEX R2, fragment.texcoord[2], texture[3], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R3.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
MUL R2.xyz, R2.w, R2;
MUL R2.xyz, R2, c[6].z;
MUL R4.xyz, R2.y, c[9];
MAD R4.xyz, R2.x, c[8], R4;
MAD R4.xyz, R2.z, c[7], R4;
DP3 R2.w, R4, R4;
RSQ R3.w, R2.w;
MUL R1.xyz, R1.w, R1;
DP3 R2.x, R2, c[6].y;
MUL R1.xyz, R1, R2.x;
MUL R1.xyz, R1, c[6].z;
MUL R2.xyz, R1, c[0];
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
MOV R1.w, c[7];
RSQ R2.w, R2.w;
MUL R4.xyz, R3.w, R4;
MAD R4.xyz, fragment.texcoord[1], R2.w, R4;
DP3 R2.w, R4, R4;
RSQ R2.w, R2.w;
MUL R2.w, R2, R4.z;
MUL R1.w, R1, c[1].x;
MAX R2.w, R2, c[6];
POW R2.w, R2.w, R1.w;
MUL R2.xyz, R0.w, R2;
MUL R2.xyz, R2, R2.w;
MAD R0.xyz, R0, R1, R2;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R1.w;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[6].x;
MUL R1.xyz, R3, c[2];
POW R0.w, R0.w, c[4].x;
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
# 41 instructions, 5 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 [_Emissive] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 46 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c6, 1.00000000, 8.00000000, 0.57735026, 0.00000000
def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000
def c8, 0.81649655, 0.00000000, 0.57735026, 0
def c9, -0.40824828, -0.70710677, 0.57735026, 0
dcl t0
dcl t1.xyz
dcl t2.xy
texld r3, t0, s0
texld r2, t2, s2
mov r0.y, t0.w
mov r0.x, t0.z
texld r5, r0, s1
texld r0, t2, s3
mul_pp r0.xyz, r0.w, r0
mul_pp r6.xyz, r0, c6.y
mul r0.xyz, r6.y, c7
mad r0.xyz, r6.x, c8, r0
mad r4.xyz, r6.z, c9, r0
dp3 r0.x, r4, r4
rsq r1.x, r0.x
dp3_pp r0.x, t1, t1
mul r1.xyz, r1.x, r4
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t1, r0.x, r1
dp3_pp r0.x, r0, r0
rsq_pp r1.x, r0.x
mul_pp r0.z, r1.x, r0
mov_pp r0.x, c1
max_pp r1.x, r0.z, c6.w
mul_pp r0.x, c7.w, r0
pow r4.w, r1.x, r0.x
mul_pp r1.xyz, r2.w, r2
dp3_pp r0.x, r6, c6.z
mul_pp r0.xyz, r1, r0.x
dp3 r1.x, t1, t1
mul_pp r2.xyz, r0, c6.y
mov r0.x, r4.w
mul_pp r4.xyz, r2, c0
rsq r1.x, r1.x
mul_sat r0.z, r1.x, t1
mul_pp r4.xyz, r3.w, r4
mul r1.xyz, r4, r0.x
add r0.x, -r0.z, c6
mad_pp r2.xyz, r3, r2, r1
pow_pp r1.w, r0.x, c4.x
mov_pp r0.x, r1.w
mul r3.xyz, r5, c2
mul r1.xyz, r3, c2.w
mul r0.xyz, r0.x, c5
mad r0.xyz, r0, c5.w, r1
mov_pp r0.w, c3.x
mad_pp r0.xyz, r0, c3.x, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 43 instructions, 4 temp regs, 0 temp arrays:
// ALU 30 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "flash " {
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 [_Emissive] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"agal_ps
c6 1.0 8.0 0.57735 0.0
c7 -0.408248 0.707107 0.57735 128.0
c8 0.816497 0.0 0.57735 0.0
c9 -0.408248 -0.707107 0.57735 0.0
[bc]
ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point>
ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point>
aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w
aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z
ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r0, v2, s3 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaagaaahacaaaaaakeacaaaaaaagaaaaffabaaaaaa mul r6.xyz, r0.xyzz, c6.y
adaaaaaaaaaaahacagaaaaffacaaaaaaahaaaaoeabaaaaaa mul r0.xyz, r6.y, c7
adaaaaaaabaaahacagaaaaaaacaaaaaaaiaaaaoeabaaaaaa mul r1.xyz, r6.x, c8
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
adaaaaaaaeaaahacagaaaakkacaaaaaaajaaaaoeabaaaaaa mul r4.xyz, r6.z, c9
abaaaaaaaeaaahacaeaaaakeacaaaaaaaaaaaakeacaaaaaa add r4.xyz, r4.xyzz, r0.xyzz
bcaaaaaaaaaaabacaeaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 r0.x, r4.xyzz, r4.xyzz
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
adaaaaaaabaaahacabaaaaaaacaaaaaaaeaaaakeacaaaaaa mul r1.xyz, r1.x, r4.xyzz
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z
aaaaaaaaaaaaabacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c1
ahaaaaaaabaaabacaaaaaakkacaaaaaaagaaaappabaaaaaa max r1.x, r0.z, c6.w
adaaaaaaaaaaabacahaaaappabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c7.w, r0.x
alaaaaaaaeaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r4, r1.x, r0.x
adaaaaaaabaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r2.w, r2.xyzz
bcaaaaaaaaaaabacagaaaakeacaaaaaaagaaaakkabaaaaaa dp3 r0.x, r6.xyzz, c6.z
adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x
bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1
adaaaaaaacaaahacaaaaaakeacaaaaaaagaaaaffabaaaaaa mul r2.xyz, r0.xyzz, c6.y
aaaaaaaaaaaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r4.x
adaaaaaaaeaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r4.xyz, r2.xyzz, c0
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
adaaaaaaaeaaahacadaaaappacaaaaaaaeaaaakeacaaaaaa mul r4.xyz, r3.w, r4.xyzz
adaaaaaaabaaahacaeaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r1.xyz, r4.xyzz, r0.x
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaagaaaaoeabaaaaaa add r0.x, r1.w, c6
adaaaaaaacaaahacadaaaakeacaaaaaaacaaaakeacaaaaaa mul r2.xyz, r3.xyzz, r2.xyzz
abaaaaaaacaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r2.xyz, r2.xyzz, r1.xyzz
alaaaaaaabaaapacaaaaaaaaacaaaaaaaeaaaaaaabaaaaaa pow r1, r0.x, c4.x
aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x
adaaaaaaadaaahacafaaaakeacaaaaaaacaaaaoeabaaaaaa mul r3.xyz, r5.xyzz, c2
adaaaaaaabaaahacadaaaakeacaaaaaaacaaaappabaaaaaa mul r1.xyz, r3.xyzz, c2.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaafaaaaoeabaaaaaa mul r0.xyz, r0.x, c5
adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappabaaaaaa mul r0.xyz, r0.xyzz, c5.w
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c3.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 43 instructions, 4 temp regs, 0 temp arrays:
// ALU 30 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Vector 3 [_EmissiveColor]
Float 4 [_Opacity]
Float 5 [_RimFalloff]
Vector 6 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_Emissive] 2D
SetTexture 2 [_ShadowMapTexture] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 37 ALU, 3 TEX
PARAM c[8] = { program.local[0..6],
		{ 1, 0, 128, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R1, fragment.texcoord[0], texture[0], 2D;
TEX R0.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
TXP R3.x, fragment.texcoord[4], texture[2], 2D;
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
MUL R0.xyz, R0, c[3];
RSQ R0.w, R0.w;
MOV R2.xyz, fragment.texcoord[2];
MAD R2.xyz, fragment.texcoord[1], R0.w, R2;
DP3 R0.w, R2, R2;
RSQ R0.w, R0.w;
MUL R2.x, R0.w, R2.z;
MOV R2.y, c[7].z;
MUL R0.w, R2.y, c[2].x;
MAX R2.x, R2, c[7].y;
POW R0.w, R2.x, R0.w;
MUL R0.w, R1, R0;
MOV R2, c[1];
MAX R1.w, fragment.texcoord[2].z, c[7].y;
MUL R3.yzw, R1.xxyz, c[0].xxyz;
MUL R3.yzw, R3, R1.w;
MUL R2.xyz, R2, c[0];
MAD R2.xyz, R2, R0.w, R3.yzww;
MUL R3.y, R3.x, c[7].w;
MUL R2.xyz, R2, R3.y;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
MAD R1.xyz, R1, fragment.texcoord[3], R2;
RSQ R1.w, R1.w;
MUL_SAT R2.x, R1.w, fragment.texcoord[1].z;
MUL R1.w, R2, c[0];
ADD R2.x, -R2, c[7];
POW R2.x, R2.x, c[5].x;
MUL R0.w, R0, R1;
MUL R0.xyz, R0, c[3].w;
MUL R2.xyz, R2.x, c[6];
MAD R0.xyz, R2, c[6].w, R0;
MAD result.color.xyz, R0, c[4].x, R1;
MAD result.color.w, R3.x, R0, c[4].x;
END
# 37 instructions, 4 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 [_Emissive] 2D
SetTexture 2 [_ShadowMapTexture] 2D
"ps_2_0
; 44 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c7, 1.00000000, 0.00000000, 128.00000000, 2.00000000
dcl t0
dcl t1.xyz
dcl t2.xyz
dcl t3.xyz
dcl t4
texldp r5, t4, s2
texld r2, t0, s0
dp3 r3.x, t1, t1
mov_pp r1.xyz, t2
mov r0.y, t0.w
mov r0.x, t0.z
rsq r3.x, r3.x
mul_pp r6.xyz, r2, c0
mov_pp r0.w, c0
texld r4, r0, s1
dp3_pp r0.x, t1, t1
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t1, r0.x, r1
dp3_pp r0.x, r0, r0
rsq_pp r0.x, r0.x
mul_pp r0.z, r0.x, r0
max_pp r0.x, r0.z, c7.y
mov_pp r1.x, c2
mul_sat r0.z, r3.x, t1
mul_pp r1.x, c7.z, r1
pow r3.w, r0.x, r1.x
add r0.x, -r0.z, c7
pow_pp r1.w, r0.x, c5.x
mov_pp r0.x, r1.w
mul r4.xyz, r4, c3
mul r1.xyz, r4, c3.w
mul r0.xyz, r0.x, c6
mad r4.xyz, r0, c6.w, r1
mov r0.x, r3.w
max_pp r1.x, t2.z, c7.y
mov_pp r3.xyz, c0
mul_pp r1.xyz, r6, r1.x
mul_pp r3.xyz, c1, r3
mul r0.x, r2.w, r0
mad r6.xyz, r3, r0.x, r1
mul_pp r1.x, c1.w, r0.w
mul r0.x, r0, r1
mul_pp r3.x, r5, c7.w
mul r3.xyz, r6, r3.x
mad r0.w, r5.x, r0.x, c4.x
mad_pp r1.xyz, r2, t3, r3
mad_pp r0.xyz, r4, c4.x, r1
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 208 // 176 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_Emissive] 2D 2
SetTexture 2 [_ShadowMapTexture] 2D 0
// 37 instructions, 4 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 { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES"
}

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Vector 3 [_EmissiveColor]
Float 4 [_Opacity]
Float 5 [_RimFalloff]
Vector 6 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_Emissive] 2D
SetTexture 2 [_ShadowMapTexture] 2D
"agal_ps
c7 1.0 0.0 128.0 2.0
[bc]
aeaaaaaaaaaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r0, v4, v4.w
ciaaaaaaafaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r5, r0.xyyy, s2 <2d wrap linear point>
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
bcaaaaaaadaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r3.x, v1, v1
aaaaaaaaabaaahacacaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v2
aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w
aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z
akaaaaaaadaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r3.x, r3.x
adaaaaaaagaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r6.xyz, r2.xyzz, c0
aaaaaaaaaaaaaiacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0
ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r0.x, r0.z
ahaaaaaaaaaaabacaaaaaakkacaaaaaaahaaaaffabaaaaaa max r0.x, r0.z, c7.y
aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2
adaaaaaaaaaaaeacadaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r3.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
adaaaaaaabaaabacahaaaakkabaaaaaaabaaaaaaacaaaaaa mul r1.x, c7.z, r1.x
alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r3, r0.x, r1.x
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaahaaaaoeabaaaaaa add r0.x, r1.w, c7
alaaaaaaabaaapacaaaaaaaaacaaaaaaafaaaaaaabaaaaaa pow r1, r0.x, c5.x
aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x
adaaaaaaaeaaahacaeaaaakeacaaaaaaadaaaaoeabaaaaaa mul r4.xyz, r4.xyzz, c3
adaaaaaaabaaahacaeaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r4.xyzz, c3.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaagaaaaoeabaaaaaa mul r0.xyz, r0.x, c6
adaaaaaaaeaaahacaaaaaakeacaaaaaaagaaaappabaaaaaa mul r4.xyz, r0.xyzz, c6.w
abaaaaaaaeaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa add r4.xyz, r4.xyzz, r1.xyzz
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
ahaaaaaaabaaabacacaaaakkaeaaaaaaahaaaaffabaaaaaa max r1.x, v2.z, c7.y
aaaaaaaaadaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r3.xyz, c0
adaaaaaaabaaahacagaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r6.xyzz, r1.x
adaaaaaaadaaahacabaaaaoeabaaaaaaadaaaakeacaaaaaa mul r3.xyz, c1, r3.xyzz
adaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r2.w, r0.x
adaaaaaaagaaahacadaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r6.xyz, r3.xyzz, r0.x
abaaaaaaagaaahacagaaaakeacaaaaaaabaaaakeacaaaaaa add r6.xyz, r6.xyzz, r1.xyzz
adaaaaaaabaaabacabaaaappabaaaaaaaaaaaappacaaaaaa mul r1.x, c1.w, r0.w
adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r0.x, r0.x, r1.x
adaaaaaaadaaabacafaaaaaaacaaaaaaahaaaappabaaaaaa mul r3.x, r5.x, c7.w
adaaaaaaadaaahacagaaaakeacaaaaaaadaaaaaaacaaaaaa mul r3.xyz, r6.xyzz, r3.x
adaaaaaaaaaaaiacafaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.w, r5.x, r0.x
abaaaaaaaaaaaiacaaaaaappacaaaaaaaeaaaaaaabaaaaaa add r0.w, r0.w, c4.x
adaaaaaaabaaahacacaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r2.xyzz, v3
abaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r1.xyzz, r3.xyzz
adaaaaaaaaaaahacaeaaaakeacaaaaaaaeaaaaaaabaaaaaa mul r0.xyz, r4.xyzz, c4.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 208 // 176 used size, 11 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_Emissive] 2D 2
SetTexture 2 [_ShadowMapTexture] 2D 0
// 37 instructions, 4 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
eefiecedifcpfkikiijdpifnfojbplmjgojahiknabaaaaaafiajaaaaaeaaaaaa
daaaaaaaheadaaaagmaiaaaaceajaaaaebgpgodjdmadaaaadmadaaaaaaacpppp
peacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa
aaababaaabacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaaeaaacaaaaaaaaaa
aaacppppfbaaaaafagaaapkaaaaaiadpaaaaaaaaaaaaaaedaaaaaaaabpaaaaac
aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachla
bpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaaja
aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaabaaaaac
aaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaacaaaaaeiaaeaappla
afaaaaadabaaadiaaaaakkiaaeaaoelaecaaaaadaaaaapiaaaaaoeiaacaioeka
ecaaaaadacaacpiaaaaaoelaabaioekaecaaaaadabaacpiaabaaoeiaaaaioeka
afaaaaadaaaaahiaaaaaoeiaadaaoekaafaaaaadaaaaahiaaaaaoeiaadaappka
aiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaad
abaabciaaaaappiaabaakklaabaaaaacadaaahiaabaaoelaaeaaaaaeadaachia
adaaoeiaaaaappiaacaaoelaacaaaaadaaaaciiaabaaffibagaaaakacaaaaaad
adaaaiiaaaaappiaaeaaffkaafaaaaadabaaaoiaadaappiaafaablkaaeaaaaae
aaaachiaabaabliaafaappkaaaaaoeiaaiaaaaadaaaaciiaadaaoeiaadaaoeia
ahaaaaacaaaaciiaaaaappiaafaaaaadaaaaciiaaaaappiaadaakkiaalaaaaad
abaaaciaaaaappiaagaaffkaabaaaaacaaaaaiiaagaakkkaafaaaaadaaaaaiia
aaaappiaacaaaakacaaaaaadadaaabiaabaaffiaaaaappiaafaaaaadaaaaaiia
acaappiaadaaaaiaabaaaaacadaaapiaaaaaoekaafaaaaadabaaaoiaadaablia
abaablkaafaaaaadabaaaoiaaaaappiaabaaoeiaalaaaaadacaaciiaacaakkla
agaaffkaafaaaaadadaachiaacaaoeiaaaaaoekaafaaaaadacaachiaacaaoeia
adaaoelaaeaaaaaeabaaaoiaadaabliaacaappiaabaaoeiaacaaaaadacaaaiia
abaaaaiaabaaaaiaaeaaaaaeabaacoiaabaaoeiaacaappiaacaabliaaeaaaaae
acaachiaaaaaoeiaaeaaaakaabaabliaafaaaaadaaaaabiaadaappiaabaappka
afaaaaadaaaaabiaaaaappiaaaaaaaiaaeaaaaaeacaaciiaaaaaaaiaabaaaaia
aeaaaakaabaaaaacaaaicpiaacaaoeiappppaaaafdeieefcpaaeaaaaeaaaaaaa
dmabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaa
fkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaa
aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa
acaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa
gcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaadlcbabaaa
afaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaa
aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa
acaaaaaadcaaaaajncaabaaaaaaaaaaaagbjbaaaacaaaaaaagaabaaaaaaaaaaa
agbjbaaaadaaaaaadgcaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaaaaaaaaai
ccaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf
ccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa
aaaaaaaabkiacaaaaaaaaaaaajaaaaaabjaaaaafccaabaaaaaaaaaaabkaabaaa
aaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaa
akaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa
aagabaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaa
aaaaaaaaaiaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaa
aaaaaaaaaiaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa
aaaaaaaaakaaaaaaegacbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaaigadbaaa
aaaaaaaaigadbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaah
bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa
ahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj
pcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa
diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaacaaaaaadiaaaaaj
pcaabaaaadaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaaacaaaaaa
diaaaaahpcaabaaaaaaaaaaaagaabaaaaaaaaaaaegaobaaaadaaaaaadeaaaaah
icaabaaaabaaaaaackbabaaaadaaaaaaabeaaaaaaaaaaaaadiaaaaaihcaabaaa
adaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaahhcaabaaa
acaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaaaaaaaaa
egacbaaaadaaaaaapgapbaaaabaaaaaaegacbaaaaaaaaaaaaoaaaaahdcaabaaa
adaaaaaaegbabaaaafaaaaaapgbpbaaaafaaaaaaefaaaaajpcaabaaaadaaaaaa
egaabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa
abaaaaaaakaabaaaadaaaaaaakaabaaaadaaaaaadcaaaaakiccabaaaaaaaaaaa
dkaabaaaaaaaaaaaakaabaaaadaaaaaaakiacaaaaaaaaaaaajaaaaaadcaaaaaj
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaa
dcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaaajaaaaaa
egacbaaaaaaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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 [_Emissive] 2D
SetTexture 2 [_ShadowMapTexture] 2D
SetTexture 3 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 23 ALU, 4 TEX
PARAM c[5] = { program.local[0..3],
		{ 8, 2, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R2, fragment.texcoord[2], texture[3], 2D;
TEX R3.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
TXP R4.x, fragment.texcoord[3], texture[2], 2D;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
MUL R1.xyz, R2.w, R2;
MUL R2.xyz, R2, R4.x;
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R0.w;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[4].z;
MUL R3.xyz, R3, c[0];
POW R0.w, R0.w, c[2].x;
MUL R1.xyz, R1, c[4].x;
MUL R2.xyz, R2, c[4].y;
MIN R2.xyz, R1, R2;
MUL R4.yzw, R0.w, c[3].xxyz;
MUL R3.xyz, R3, c[0].w;
MAD R3.xyz, R4.yzww, c[3].w, R3;
MUL R4.xyz, R1, R4.x;
MUL R1.xyz, R3, c[1].x;
MAX R2.xyz, R2, R4;
MAD result.color.xyz, R0, R2, R1;
MOV result.color.w, c[1].x;
END
# 23 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 [_Emissive] 2D
SetTexture 2 [_ShadowMapTexture] 2D
SetTexture 3 [unity_Lightmap] 2D
"ps_2_0
; 25 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c4, 1.00000000, 8.00000000, 2.00000000, 0
dcl t0
dcl t1.xyz
dcl t2.xy
dcl t3
texld r4, t0, s0
texldp r5, t3, s2
texld r1, t2, s3
mov r0.y, t0.w
mov r0.x, t0.z
mov_pp r0.w, c1.x
texld r3, r0, s1
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c4
pow_pp r2.w, r0.x, c2.x
mov_pp r0.x, r2.w
mul r3.xyz, r3, c0
mul r2.xyz, r3, c0.w
mul r0.xyz, r0.x, c3
mad r0.xyz, r0, c3.w, r2
mul_pp r2.xyz, r1.w, r1
mul_pp r2.xyz, r2, c4.y
mul_pp r1.xyz, r1, r5.x
mul_pp r1.xyz, r1, c4.z
mul_pp r3.xyz, r2, r5.x
min_pp r1.xyz, r2, r1
max_pp r1.xyz, r1, r3
mul_pp r0.xyz, r0, c1.x
mad_pp r0.xyz, r4, r1, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 224 // 176 used size, 12 vars
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_Emissive] 2D 2
SetTexture 2 [_ShadowMapTexture] 2D 0
SetTexture 3 [unity_Lightmap] 2D 3
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_EmissiveColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_Emissive] 2D
SetTexture 2 [_ShadowMapTexture] 2D
SetTexture 3 [unity_Lightmap] 2D
"agal_ps
c4 1.0 8.0 2.0 0.0
[bc]
ciaaaaaaaeaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r4, v0, s0 <2d wrap linear point>
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaafaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r5, r0.xyyy, s2 <2d wrap linear point>
ciaaaaaaabaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r1, v2, s3 <2d wrap linear point>
aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w
aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z
abaaaaaaaaaaabacacaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r2.z, c4
alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x
aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x
adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0
adaaaaaaacaaahacadaaaakeacaaaaaaaaaaaappabaaaaaa mul r2.xyz, r3.xyzz, c0.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w
abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz
adaaaaaaacaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r2.xyz, r1.w, r1.xyzz
adaaaaaaacaaahacacaaaakeacaaaaaaaeaaaaffabaaaaaa mul r2.xyz, r2.xyzz, c4.y
adaaaaaaabaaahacabaaaakeacaaaaaaafaaaaaaacaaaaaa mul r1.xyz, r1.xyzz, r5.x
adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c4.z
adaaaaaaadaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r3.xyz, r2.xyzz, r5.x
agaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa min r1.xyz, r2.xyzz, r1.xyzz
ahaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa max r1.xyz, r1.xyzz, r3.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r4.xyzz, r1.xyzz
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 224 // 176 used size, 12 vars
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_Emissive] 2D 2
SetTexture 2 [_ShadowMapTexture] 2D 0
SetTexture 3 [unity_Lightmap] 2D 3
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "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 [_Emissive] 2D
SetTexture 2 [_ShadowMapTexture] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 47 ALU, 5 TEX
PARAM c[10] = { program.local[0..5],
		{ 1, 0.57735026, 8, 2 },
		{ -0.40824828, -0.70710677, 0.57735026, 0 },
		{ 0.81649655, 0, 0.57735026, 128 },
		{ -0.40824831, 0.70710677, 0.57735026 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R0, fragment.texcoord[2], texture[4], 2D;
TEX R2, fragment.texcoord[0], texture[0], 2D;
TEX R1, fragment.texcoord[2], texture[3], 2D;
TXP R4.x, fragment.texcoord[3], texture[2], 2D;
TEX R3.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
MUL R0.xyz, R0.w, R0;
MUL R4.yzw, R0.xxyz, c[6].z;
MUL R0.xyz, R4.z, c[9];
MAD R0.xyz, R4.y, c[8], R0;
MAD R0.xyz, R4.w, c[7], R0;
DP3 R0.w, R0, R0;
RSQ R3.w, R0.w;
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
MUL R0.xyz, R3.w, R0;
RSQ R0.w, R0.w;
MAD R0.xyz, fragment.texcoord[1], R0.w, R0;
DP3 R3.w, R0, R0;
MUL R0.xyw, R1.w, R1.xyzz;
MUL R1.xyz, R1, R4.x;
DP3 R4.y, R4.yzww, c[6].y;
MUL R0.xyw, R0, R4.y;
MUL R0.xyw, R0, c[6].z;
MUL R1.xyz, R1, c[6].w;
RSQ R3.w, R3.w;
MOV R1.w, c[8];
MUL R0.z, R3.w, R0;
MUL R4.xyz, R0.xyww, R4.x;
MIN R1.xyz, R0.xyww, R1;
MAX R1.xyz, R1, R4;
MAX R0.z, R0, c[7].w;
MUL R1.w, R1, c[1].x;
POW R1.w, R0.z, R1.w;
MUL R0.xyz, R0.xyww, c[0];
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
MUL R0.xyz, R2.w, R0;
RSQ R0.w, R0.w;
MUL R0.xyz, R0, R1.w;
MAD R0.xyz, R2, R1, R0;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[6].x;
MUL R1.xyz, R3, c[2];
POW R0.w, R0.w, c[4].x;
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
# 47 instructions, 5 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 [_Emissive] 2D
SetTexture 2 [_ShadowMapTexture] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"ps_2_0
; 51 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
def c6, 1.00000000, 8.00000000, 0.57735026, 2.00000000
def c7, -0.40824831, 0.70710677, 0.57735026, 0.00000000
def c8, 0.81649655, 0.00000000, 0.57735026, 128.00000000
def c9, -0.40824828, -0.70710677, 0.57735026, 0
dcl t0
dcl t1.xyz
dcl t2.xy
dcl t3
texld r2, t0, s0
texld r3, t2, s3
texldp r7, t3, s2
mov r0.y, t0.w
mov r0.x, t0.z
texld r4, r0, s1
texld r0, t2, s4
mul_pp r0.xyz, r0.w, r0
mul_pp r6.xyz, r0, c6.y
mul r0.xyz, r6.y, c7
mad r0.xyz, r6.x, c8, r0
mad r5.xyz, r6.z, c9, r0
dp3 r0.x, r5, r5
rsq r1.x, r0.x
dp3_pp r0.x, t1, t1
mul r1.xyz, r1.x, r5
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t1, r0.x, r1
dp3_pp r0.x, r0, r0
rsq_pp r1.x, r0.x
mul_pp r0.z, r1.x, r0
mov_pp r0.x, c1
max_pp r1.x, r0.z, c7.w
mul_pp r0.x, c8.w, r0
pow r5.w, r1.x, r0.x
mul_pp r1.xyz, r3.w, r3
dp3_pp r0.x, r6, c6.z
mul_pp r0.xyz, r1, r0.x
mul_pp r1.xyz, r0, c6.y
mul_pp r3.xyz, r3, r7.x
mul_pp r0.xyz, r3, c6.w
min_pp r0.xyz, r1, r0
mul_pp r3.xyz, r1, r7.x
max_pp r3.xyz, r0, r3
mov r0.x, r5.w
mul_pp r5.xyz, r1, c0
dp3 r1.x, t1, t1
rsq r1.x, r1.x
mul_sat r0.z, r1.x, t1
mul_pp r5.xyz, r2.w, r5
mul r1.xyz, r5, r0.x
add r0.x, -r0.z, c6
mad_pp r2.xyz, r2, r3, r1
pow_pp r1.w, r0.x, c4.x
mov_pp r0.x, r1.w
mul r3.xyz, r4, c2
mul r1.xyz, r3, c2.w
mul r0.xyz, r0.x, c5
mad r0.xyz, r0, c5.w, r1
mov_pp r0.w, c3.x
mad_pp r0.xyz, r0, c3.x, r2
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 224 // 176 used size, 12 vars
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_Emissive] 2D 2
SetTexture 2 [_ShadowMapTexture] 2D 0
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 50 instructions, 4 temp regs, 0 temp arrays:
// ALU 36 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_ON" "SHADOWS_SCREEN" }
"!!GLES"
}

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Vector 2 [_EmissiveColor]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_Emissive] 2D
SetTexture 2 [_ShadowMapTexture] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"agal_ps
c6 1.0 8.0 0.57735 2.0
c7 -0.408248 0.707107 0.57735 0.0
c8 0.816497 0.0 0.57735 128.0
c9 -0.408248 -0.707107 0.57735 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
ciaaaaaaadaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r3, v2, s3 <2d wrap linear point>
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaahaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r7, r0.xyyy, s2 <2d wrap linear point>
aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w
aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z
ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaaeaaaaaaafaababb tex r0, v2, s4 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaagaaahacaaaaaakeacaaaaaaagaaaaffabaaaaaa mul r6.xyz, r0.xyzz, c6.y
adaaaaaaaaaaahacagaaaaffacaaaaaaahaaaaoeabaaaaaa mul r0.xyz, r6.y, c7
adaaaaaaabaaahacagaaaaaaacaaaaaaaiaaaaoeabaaaaaa mul r1.xyz, r6.x, c8
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
adaaaaaaafaaahacagaaaakkacaaaaaaajaaaaoeabaaaaaa mul r5.xyz, r6.z, c9
abaaaaaaafaaahacafaaaakeacaaaaaaaaaaaakeacaaaaaa add r5.xyz, r5.xyzz, r0.xyzz
bcaaaaaaaaaaabacafaaaakeacaaaaaaafaaaakeacaaaaaa dp3 r0.x, r5.xyzz, r5.xyzz
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
adaaaaaaabaaahacabaaaaaaacaaaaaaafaaaakeacaaaaaa mul r1.xyz, r1.x, r5.xyzz
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z
aaaaaaaaaaaaabacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c1
ahaaaaaaabaaabacaaaaaakkacaaaaaaahaaaappabaaaaaa max r1.x, r0.z, c7.w
adaaaaaaaaaaabacaiaaaappabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c8.w, r0.x
alaaaaaaafaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r5, r1.x, r0.x
adaaaaaaabaaahacadaaaappacaaaaaaadaaaakeacaaaaaa mul r1.xyz, r3.w, r3.xyzz
bcaaaaaaaaaaabacagaaaakeacaaaaaaagaaaakkabaaaaaa dp3 r0.x, r6.xyzz, c6.z
adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x
adaaaaaaabaaahacaaaaaakeacaaaaaaagaaaaffabaaaaaa mul r1.xyz, r0.xyzz, c6.y
adaaaaaaadaaahacadaaaakeacaaaaaaahaaaaaaacaaaaaa mul r3.xyz, r3.xyzz, r7.x
adaaaaaaaaaaahacadaaaakeacaaaaaaagaaaappabaaaaaa mul r0.xyz, r3.xyzz, c6.w
agaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa min r0.xyz, r1.xyzz, r0.xyzz
adaaaaaaadaaahacabaaaakeacaaaaaaahaaaaaaacaaaaaa mul r3.xyz, r1.xyzz, r7.x
ahaaaaaaadaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa max r3.xyz, r0.xyzz, r3.xyzz
aaaaaaaaaaaaabacafaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r5.x
adaaaaaaafaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r5.xyz, r1.xyzz, c0
bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
adaaaaaaafaaahacacaaaappacaaaaaaafaaaakeacaaaaaa mul r5.xyz, r2.w, r5.xyzz
adaaaaaaabaaahacafaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r1.xyz, r5.xyzz, r0.x
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaagaaaaoeabaaaaaa add r0.x, r1.w, c6
adaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa mul r2.xyz, r2.xyzz, r3.xyzz
abaaaaaaacaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r2.xyz, r2.xyzz, r1.xyzz
alaaaaaaabaaapacaaaaaaaaacaaaaaaaeaaaaaaabaaaaaa pow r1, r0.x, c4.x
aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x
adaaaaaaadaaahacaeaaaakeacaaaaaaacaaaaoeabaaaaaa mul r3.xyz, r4.xyzz, c2
adaaaaaaabaaahacadaaaakeacaaaaaaacaaaappabaaaaaa mul r1.xyz, r3.xyzz, c2.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaafaaaaoeabaaaaaa mul r0.xyz, r0.x, c5
adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappabaaaaaa mul r0.xyz, r0.xyzz, c5.w
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c3.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 224 // 176 used size, 12 vars
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Vector 128 [_EmissiveColor] 4
Float 144 [_Opacity]
Float 148 [_RimFalloff]
Vector 160 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_Emissive] 2D 2
SetTexture 2 [_ShadowMapTexture] 2D 0
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 50 instructions, 4 temp regs, 0 temp arrays:
// ALU 36 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_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: 25 to 34
//   d3d9 - ALU: 28 to 37
//   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]
"!!ARBvp1.0
# 33 ALU
PARAM c[21] = { { 1 },
		state.matrix.mvp,
		program.local[5..20] };
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].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
# 33 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]
"vs_2_0
; 36 ALU
def c20, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c20.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.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 "$Globals" 192 // 192 used size, 10 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 { "POINT" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  mediump vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_20;
  atten_20 = texture2D (_LightTexture0, vec2(tmpvar_19)).w;
  lowp vec4 c_21;
  highp float nh_22;
  lowp float tmpvar_23;
  tmpvar_23 = max (0.0, lightDir_2.z);
  mediump float tmpvar_24;
  tmpvar_24 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  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_7);
  highp vec3 tmpvar_27;
  tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (atten_20 * 2.0));
  c_21.xyz = tmpvar_27;
  highp float tmpvar_28;
  tmpvar_28 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * atten_20));
  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 { "POINT" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  mediump vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_20;
  atten_20 = texture2D (_LightTexture0, vec2(tmpvar_19)).w;
  lowp vec4 c_21;
  highp float nh_22;
  lowp float tmpvar_23;
  tmpvar_23 = max (0.0, lightDir_2.z);
  mediump float tmpvar_24;
  tmpvar_24 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  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_7);
  highp vec3 tmpvar_27;
  tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (atten_20 * 2.0));
  c_21.xyz = tmpvar_27;
  highp float tmpvar_28;
  tmpvar_28 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * atten_20));
  c_21.w = tmpvar_28;
  c_1.xyz = c_21.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 18 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 19 [_MainTex_ST]
"agal_vs
c20 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x
aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16
bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10
bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9
bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8
adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w
acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0
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
acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1
adaaaaaaabaaahacaeaaaakeacaaaaaabcaaaappabaaaaaa mul r1.xyz, r4.xyzz, c18.w
acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0
bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz
bdaaaaaaadaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v3.z, r0, c14
bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13
bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12
adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19
abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 192 // 192 used size, 10 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecedeppbefaamjebjocfklagfjoadfjedgpeabaaaaaadiakaaaaaeaaaaaa
daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp
meacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa
aeaaabaaaaaaaaaaaaaaalaaabaaafaaaaaaaaaaabaaaeaaabaaagaaaaaaaaaa
acaaaaaaabaaahaaaaaaaaaaadaaaaaaaeaaaiaaaaaaaaaaadaaamaaajaaamaa
aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae
aaaaadoaadaaoejaafaaoekaafaaookaabaaaaacaaaaapiaahaaoekaafaaaaad
abaaahiaaaaaffiabbaaoekaaeaaaaaeabaaahiabaaaoekaaaaaaaiaabaaoeia
aeaaaaaeaaaaahiabcaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka
aaaappiaaaaaoeiaaeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaad
abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia
abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad
abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad
abaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaagaaoekaafaaaaadacaaahia
aaaaffiabbaaoekaaeaaaaaeaaaaaliabaaakekaaaaaaaiaacaakeiaaeaaaaae
aaaaahiabcaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiabdaaoeka
aeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaadacaaaboaabaaoeja
aaaaoeiaaiaaaaadacaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoeja
aaaaoeiaafaaaaadaaaaapiaaaaaffjaanaaoekaaeaaaaaeaaaaapiaamaaoeka
aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaoaaoekaaaaakkjaaaaaoeiaaeaaaaae
aaaaapiaapaaoekaaaaappjaaaaaoeiaafaaaaadabaaahiaaaaaffiaacaaoeka
aeaaaaaeabaaahiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaadaaoeka
aaaakkiaabaaoeiaaeaaaaaeadaaahoaaeaaoekaaaaappiaaaaaoeiaafaaaaad
aaaaapiaaaaaffjaajaaoekaaeaaaaaeaaaaapiaaiaaoekaaaaaaajaaaaaoeia
aeaaaaaeaaaaapiaakaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaalaaoeka
aaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaac
aaaaammaaaaaoeiappppaaaafdeieefcfmafaaaaeaaaabaafhabaaaafjaaaaae
egiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaae
egiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad
dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
gfaaaaadhccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa
egiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaadiaaaaahhcaabaaa
aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa
jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa
abaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaal
hcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaa
egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaa
kgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
egiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaa
dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaa
egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa
abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa
diaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaa
bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa
abaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa
adaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaal
hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia
ebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa
baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa
apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaa
egiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak
hcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaa
abaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaa
aaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa
jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa
afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa
adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 391
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
#line 388
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 _MainTex_ST;
#line 438
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 423
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 426
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 430
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 434
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    return o;
}

out highp vec2 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 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD2 = vec3(xl_retval.viewDir);
    xlv_TEXCOORD3 = vec3(xl_retval._LightCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 391
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
#line 388
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 _MainTex_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 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    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
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 446
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    #line 450
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0));
    c.w = 0.0;
    return c;
}
in highp vec2 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 = vec2(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]
"!!ARBvp1.0
# 25 ALU
PARAM c[13] = { { 1 },
		state.matrix.mvp,
		program.local[5..12] };
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].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
# 25 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]
"vs_2_0
; 28 ALU
def c12, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c12.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.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 "$Globals" 128 // 128 used size, 9 vars
Vector 112 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 24 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
eefiecedlhpjfdffpaomjjikcemhfngnmhblfbmgabaaaaaahiafaaaaadaaaaaa
cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc
peadaaaaeaaaabaapnaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaae
egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaae
egiocaaaadaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa
abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaae
pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaa
acaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa
aaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaa
aaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa
dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaa
pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa
adaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadiaaaaah
hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa
aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa
diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj
hcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaa
dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaa
aaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa
bcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa
abaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaa
abaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa
baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah
eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaajhcaabaaa
abaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaal
hcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa
egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaa
kgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaa
egacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaa
egacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa
baaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah
bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa
adaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab"
}

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


#ifdef VERTEX

varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_18;
  highp float nh_19;
  lowp float tmpvar_20;
  tmpvar_20 = max (0.0, lightDir_2.z);
  mediump float tmpvar_21;
  tmpvar_21 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  nh_19 = tmpvar_21;
  mediump float arg1_22;
  arg1_22 = (_Shininess * 128.0);
  highp float tmpvar_23;
  tmpvar_23 = (pow (nh_19, arg1_22) * tmpvar_7);
  highp vec3 tmpvar_24;
  tmpvar_24 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_20) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_23)) * 2.0);
  c_18.xyz = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = (tmpvar_8 + ((_LightColor0.w * _SpecColor.w) * tmpvar_23));
  c_18.w = tmpvar_25;
  c_1.xyz = c_18.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 vec2 xlv_TEXCOORD0;
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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
}



#endif
#ifdef FRAGMENT

varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_18;
  highp float nh_19;
  lowp float tmpvar_20;
  tmpvar_20 = max (0.0, lightDir_2.z);
  mediump float tmpvar_21;
  tmpvar_21 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  nh_19 = tmpvar_21;
  mediump float arg1_22;
  arg1_22 = (_Shininess * 128.0);
  highp float tmpvar_23;
  tmpvar_23 = (pow (nh_19, arg1_22) * tmpvar_7);
  highp vec3 tmpvar_24;
  tmpvar_24 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_20) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_23)) * 2.0);
  c_18.xyz = tmpvar_24;
  highp float tmpvar_25;
  tmpvar_25 = (tmpvar_8 + ((_LightColor0.w * _SpecColor.w) * tmpvar_23));
  c_18.w = tmpvar_25;
  c_1.xyz = c_18.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceCameraPos]
Vector 9 [_WorldSpaceLightPos0]
Matrix 4 [_World2Object]
Vector 10 [unity_Scale]
Vector 11 [_MainTex_ST]
"agal_vs
c12 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaaiacamaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c12.x
aaaaaaaaaaaaahacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c8
bdaaaaaaabaaaeacaaaaaaoeacaaaaaaagaaaaoeabaaaaaa dp4 r1.z, r0, c6
bdaaaaaaabaaacacaaaaaaoeacaaaaaaafaaaaoeabaaaaaa dp4 r1.y, r0, c5
bdaaaaaaabaaabacaaaaaaoeacaaaaaaaeaaaaoeabaaaaaa dp4 r1.x, r0, c4
adaaaaaaacaaahacabaaaakeacaaaaaaakaaaappabaaaaaa mul r2.xyz, r1.xyzz, c10.w
acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0
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
acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
aaaaaaaaaaaaapacagaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c6
bdaaaaaaaeaaaeacajaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c9, r0
aaaaaaaaaaaaapacafaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c5
aaaaaaaaabaaapacaeaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c4
bdaaaaaaaeaaacacajaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c9, r0
bdaaaaaaaeaaabacajaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c9, r1
bcaaaaaaabaaacaeaeaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r4.xyzz, r2.xyzz
bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v1.z, a1, r4.xyzz
bcaaaaaaabaaabaeaeaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r4.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz
adaaaaaaaaaaadacadaaaaoeaaaaaaaaalaaaaoeabaaaaaa mul r0.xy, a3, c11
abaaaaaaaaaaadaeaaaaaafeacaaaaaaalaaaaooabaaaaaa add v0.xy, r0.xyyy, c11.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 128 used size, 9 vars
Vector 112 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 24 instructions, 2 temp regs, 0 temp arrays:
// ALU 12 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 419
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 423
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 427
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 432
    return o;
}

out highp vec2 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 = vec2(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 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 419
uniform highp vec4 _MainTex_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 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 436
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 440
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 444
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), 1.0);
    c.w = 0.0;
    #line 448
    return c;
}
in highp vec2 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 = vec2(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]
"!!ARBvp1.0
# 34 ALU
PARAM c[21] = { { 1 },
		state.matrix.mvp,
		program.local[5..20] };
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].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 { "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]
"vs_2_0
; 37 ALU
def c20, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c20.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.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 "$Globals" 192 // 192 used size, 10 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 { "SPOT" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  mediump vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_18;
  highp vec2 P_19;
  P_19 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5);
  highp float tmpvar_20;
  tmpvar_20 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz);
  lowp float atten_21;
  atten_21 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_19).w) * texture2D (_LightTextureB0, vec2(tmpvar_20)).w);
  lowp vec4 c_22;
  highp float nh_23;
  lowp float tmpvar_24;
  tmpvar_24 = max (0.0, lightDir_2.z);
  mediump float tmpvar_25;
  tmpvar_25 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  nh_23 = tmpvar_25;
  mediump float arg1_26;
  arg1_26 = (_Shininess * 128.0);
  highp float tmpvar_27;
  tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_7);
  highp vec3 tmpvar_28;
  tmpvar_28 = ((((tmpvar_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_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21));
  c_22.w = tmpvar_29;
  c_1.xyz = c_22.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  mediump vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_18;
  highp vec2 P_19;
  P_19 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5);
  highp float tmpvar_20;
  tmpvar_20 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz);
  lowp float atten_21;
  atten_21 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_19).w) * texture2D (_LightTextureB0, vec2(tmpvar_20)).w);
  lowp vec4 c_22;
  highp float nh_23;
  lowp float tmpvar_24;
  tmpvar_24 = max (0.0, lightDir_2.z);
  mediump float tmpvar_25;
  tmpvar_25 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  nh_23 = tmpvar_25;
  mediump float arg1_26;
  arg1_26 = (_Shininess * 128.0);
  highp float tmpvar_27;
  tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_7);
  highp vec3 tmpvar_28;
  tmpvar_28 = ((((tmpvar_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_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21));
  c_22.w = tmpvar_29;
  c_1.xyz = c_22.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
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]
"agal_vs
c20 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x
aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16
bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10
bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9
bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8
adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w
acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0
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
acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1
adaaaaaaabaaahacaeaaaakeacaaaaaabcaaaappabaaaaaa mul r1.xyz, r4.xyzz, c18.w
acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz
bdaaaaaaadaaaiaeaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 v3.w, r0, c15
bdaaaaaaadaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v3.z, r0, c14
bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13
bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12
adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19
abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 192 // 192 used size, 10 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecedkjmlmhoplhhifkboihhbgeihaihppmghabaaaaaadiakaaaaaeaaaaaa
daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp
meacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa
aeaaabaaaaaaaaaaaaaaalaaabaaafaaaaaaaaaaabaaaeaaabaaagaaaaaaaaaa
acaaaaaaabaaahaaaaaaaaaaadaaaaaaaeaaaiaaaaaaaaaaadaaamaaajaaamaa
aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae
aaaaadoaadaaoejaafaaoekaafaaookaabaaaaacaaaaapiaahaaoekaafaaaaad
abaaahiaaaaaffiabbaaoekaaeaaaaaeabaaahiabaaaoekaaaaaaaiaabaaoeia
aeaaaaaeaaaaahiabcaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka
aaaappiaaaaaoeiaaeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaad
abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia
abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad
abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad
abaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaagaaoekaafaaaaadacaaahia
aaaaffiabbaaoekaaeaaaaaeaaaaaliabaaakekaaaaaaaiaacaakeiaaeaaaaae
aaaaahiabcaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiabdaaoeka
aeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaadacaaaboaabaaoeja
aaaaoeiaaiaaaaadacaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoeja
aaaaoeiaafaaaaadaaaaapiaaaaaffjaanaaoekaaeaaaaaeaaaaapiaamaaoeka
aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaoaaoekaaaaakkjaaaaaoeiaaeaaaaae
aaaaapiaapaaoekaaaaappjaaaaaoeiaafaaaaadabaaapiaaaaaffiaacaaoeka
aeaaaaaeabaaapiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeabaaapiaadaaoeka
aaaakkiaabaaoeiaaeaaaaaeadaaapoaaeaaoekaaaaappiaabaaoeiaafaaaaad
aaaaapiaaaaaffjaajaaoekaaeaaaaaeaaaaapiaaiaaoekaaaaaaajaaaaaoeia
aeaaaaaeaaaaapiaakaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaalaaoeka
aaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaac
aaaaammaaaaaoeiappppaaaafdeieefcfmafaaaaeaaaabaafhabaaaafjaaaaae
egiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaae
egiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad
dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
gfaaaaadpccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa
egiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaadiaaaaahhcaabaaa
aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa
jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa
abaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaal
hcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaa
egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaa
kgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
egiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaa
dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaa
egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa
abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa
diaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaa
bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa
abaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa
adaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaal
hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia
ebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa
baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa
apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiocaaaaaaaaaaaaeaaaaaadcaaaaakpcaabaaaabaaaaaa
egiocaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaobaaaabaaaaaadcaaaaak
pcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaobaaa
abaaaaaadcaaaaakpccabaaaaeaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaa
aaaaaaaaegaobaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa
jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa
afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa
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 400
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 422
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
#line 397
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 407
#line 431
uniform highp vec4 _MainTex_ST;
#line 447
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 432
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 435
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 439
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 443
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex));
    return o;
}

out highp vec2 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 = vec2(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 400
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 422
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
#line 397
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 407
#line 431
uniform highp vec4 _MainTex_ST;
#line 447
#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 407
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 411
    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 415
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 419
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 447
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #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 vec3 lightDir = normalize(IN.lightDir);
    #line 459
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0));
    c.w = 0.0;
    return c;
}
in highp vec2 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 = vec2(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]
"!!ARBvp1.0
# 33 ALU
PARAM c[21] = { { 1 },
		state.matrix.mvp,
		program.local[5..20] };
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].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
# 33 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]
"vs_2_0
; 36 ALU
def c20, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c20.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.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 "$Globals" 192 // 192 used size, 10 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 { "POINT_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  mediump vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_20;
  atten_20 = (texture2D (_LightTextureB0, vec2(tmpvar_19)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w);
  lowp vec4 c_21;
  highp float nh_22;
  lowp float tmpvar_23;
  tmpvar_23 = max (0.0, lightDir_2.z);
  mediump float tmpvar_24;
  tmpvar_24 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  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_7);
  highp vec3 tmpvar_27;
  tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (atten_20 * 2.0));
  c_21.xyz = tmpvar_27;
  highp float tmpvar_28;
  tmpvar_28 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * atten_20));
  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 { "POINT_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  mediump vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_20;
  atten_20 = (texture2D (_LightTextureB0, vec2(tmpvar_19)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w);
  lowp vec4 c_21;
  highp float nh_22;
  lowp float tmpvar_23;
  tmpvar_23 = max (0.0, lightDir_2.z);
  mediump float tmpvar_24;
  tmpvar_24 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  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_7);
  highp vec3 tmpvar_27;
  tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (atten_20 * 2.0));
  c_21.xyz = tmpvar_27;
  highp float tmpvar_28;
  tmpvar_28 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * atten_20));
  c_21.w = tmpvar_28;
  c_1.xyz = c_21.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 18 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 19 [_MainTex_ST]
"agal_vs
c20 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x
aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16
bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10
bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9
bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8
adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w
acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0
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
acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1
adaaaaaaabaaahacaeaaaakeacaaaaaabcaaaappabaaaaaa mul r1.xyz, r4.xyzz, c18.w
acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0
bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz
bdaaaaaaadaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v3.z, r0, c14
bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13
bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12
adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19
abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 192 // 192 used size, 10 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecedeppbefaamjebjocfklagfjoadfjedgpeabaaaaaadiakaaaaaeaaaaaa
daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp
meacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa
aeaaabaaaaaaaaaaaaaaalaaabaaafaaaaaaaaaaabaaaeaaabaaagaaaaaaaaaa
acaaaaaaabaaahaaaaaaaaaaadaaaaaaaeaaaiaaaaaaaaaaadaaamaaajaaamaa
aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae
aaaaadoaadaaoejaafaaoekaafaaookaabaaaaacaaaaapiaahaaoekaafaaaaad
abaaahiaaaaaffiabbaaoekaaeaaaaaeabaaahiabaaaoekaaaaaaaiaabaaoeia
aeaaaaaeaaaaahiabcaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka
aaaappiaaaaaoeiaaeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaad
abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia
abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad
abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad
abaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaagaaoekaafaaaaadacaaahia
aaaaffiabbaaoekaaeaaaaaeaaaaaliabaaakekaaaaaaaiaacaakeiaaeaaaaae
aaaaahiabcaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiabdaaoeka
aeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaadacaaaboaabaaoeja
aaaaoeiaaiaaaaadacaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoeja
aaaaoeiaafaaaaadaaaaapiaaaaaffjaanaaoekaaeaaaaaeaaaaapiaamaaoeka
aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaoaaoekaaaaakkjaaaaaoeiaaeaaaaae
aaaaapiaapaaoekaaaaappjaaaaaoeiaafaaaaadabaaahiaaaaaffiaacaaoeka
aeaaaaaeabaaahiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaadaaoeka
aaaakkiaabaaoeiaaeaaaaaeadaaahoaaeaaoekaaaaappiaaaaaoeiaafaaaaad
aaaaapiaaaaaffjaajaaoekaaeaaaaaeaaaaapiaaiaaoekaaaaaaajaaaaaoeia
aeaaaaaeaaaaapiaakaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaalaaoeka
aaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaac
aaaaammaaaaaoeiappppaaaafdeieefcfmafaaaaeaaaabaafhabaaaafjaaaaae
egiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaae
egiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad
dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
gfaaaaadhccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa
egiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaadiaaaaahhcaabaaa
aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa
jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa
abaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaal
hcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaa
egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaa
kgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
egiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaa
dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaa
egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa
abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa
diaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaa
bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa
abaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa
adaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaal
hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia
ebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa
baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa
apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaa
egiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak
hcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaa
abaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaa
aaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa
jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa
afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa
adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 414
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
#line 388
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 399
#line 423
uniform highp vec4 _MainTex_ST;
#line 439
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 424
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 427
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 431
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 435
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    return o;
}

out highp vec2 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 = vec2(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_Emissive;
    highp vec3 viewDir;
};
#line 414
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
#line 388
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 399
#line 423
uniform highp vec4 _MainTex_ST;
#line 439
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 399
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 403
    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 407
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 411
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 439
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 443
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 447
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    #line 451
    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));
    c.w = 0.0;
    return c;
}
in highp vec2 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 = vec2(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]
"!!ARBvp1.0
# 31 ALU
PARAM c[21] = { { 1 },
		state.matrix.mvp,
		program.local[5..20] };
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].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
# 31 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]
"vs_2_0
; 34 ALU
def c20, 1.00000000, 0, 0, 0
dcl_position0 v0
dcl_tangent0 v1
dcl_normal0 v2
dcl_texcoord0 v3
mov r0.w, c20.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.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 "$Globals" 192 // 192 used size, 10 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 32 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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform 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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp float atten_18;
  atten_18 = texture2D (_LightTexture0, xlv_TEXCOORD3).w;
  lowp vec4 c_19;
  highp float nh_20;
  lowp float tmpvar_21;
  tmpvar_21 = max (0.0, lightDir_2.z);
  mediump float tmpvar_22;
  tmpvar_22 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  nh_20 = tmpvar_22;
  mediump float arg1_23;
  arg1_23 = (_Shininess * 128.0);
  highp float tmpvar_24;
  tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_7);
  highp vec3 tmpvar_25;
  tmpvar_25 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (atten_18 * 2.0));
  c_19.xyz = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * atten_18));
  c_19.w = tmpvar_26;
  c_1.xyz = c_19.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD3;
varying mediump vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform 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);
  mediump vec3 tmpvar_3;
  mediump vec3 tmpvar_4;
  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 vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz);
  tmpvar_3 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz));
  tmpvar_4 = tmpvar_10;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_3;
  xlv_TEXCOORD2 = tmpvar_4;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_7;
  lowp float tmpvar_8;
  mediump float rim_9;
  highp vec4 color_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_10 = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_9 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_14;
  tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_15;
  tmpvar_15 = color_10.xyz;
  tmpvar_5 = tmpvar_15;
  tmpvar_6 = tmpvar_14;
  highp float tmpvar_16;
  tmpvar_16 = color_10.w;
  tmpvar_7 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = (tmpvar_6 * _Opacity);
  tmpvar_6 = tmpvar_17;
  tmpvar_8 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp float atten_18;
  atten_18 = texture2D (_LightTexture0, xlv_TEXCOORD3).w;
  lowp vec4 c_19;
  highp float nh_20;
  lowp float tmpvar_21;
  tmpvar_21 = max (0.0, lightDir_2.z);
  mediump float tmpvar_22;
  tmpvar_22 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  nh_20 = tmpvar_22;
  mediump float arg1_23;
  arg1_23 = (_Shininess * 128.0);
  highp float tmpvar_24;
  tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_7);
  highp vec3 tmpvar_25;
  tmpvar_25 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (atten_18 * 2.0));
  c_19.xyz = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * atten_18));
  c_19.w = tmpvar_26;
  c_1.xyz = c_19.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 16 [_WorldSpaceCameraPos]
Vector 17 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 18 [unity_Scale]
Matrix 12 [_LightMatrix0]
Vector 19 [_MainTex_ST]
"agal_vs
c20 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x
aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16
bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10
bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9
bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8
adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w
acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0
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
acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz
adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bcaaaaaaabaaacaeaeaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r4.xyzz, r2.xyzz
bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v1.z, a1, r4.xyzz
bcaaaaaaabaaabaeaeaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r4.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz
bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13
bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12
adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19
abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 192 // 192 used size, 10 vars
Matrix 48 [_LightMatrix0] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 32 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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"
}

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 391
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
#line 388
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 _MainTex_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 ) {
    v2f_surf o;
    #line 426
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 430
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 434
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy;
    return o;
}

out highp vec2 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 = vec2(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 391
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 413
struct v2f_surf {
    highp vec4 pos;
    highp vec2 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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
#line 388
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 398
#line 422
uniform highp vec4 _MainTex_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 398
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 402
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    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
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 446
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    #line 450
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, IN._LightCoord).w * 1.0));
    c.w = 0.0;
    return c;
}
in highp vec2 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 = vec2(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: 21 to 32, TEX: 1 to 3
//   d3d9 - ALU: 24 to 34, TEX: 1 to 3
//   d3d11 - ALU: 16 to 25, TEX: 1 to 3, FLOW: 1 to 1
//   d3d11_9x - ALU: 16 to 25, TEX: 1 to 3, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 26 ALU, 2 TEX
PARAM c[5] = { program.local[0..3],
		{ 0, 128, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R0, fragment.texcoord[0], texture[0], 2D;
DP3 R1.x, fragment.texcoord[3], fragment.texcoord[3];
DP3 R2.x, fragment.texcoord[2], fragment.texcoord[2];
RSQ R2.x, R2.x;
MUL R0.xyz, R0, c[0];
MOV result.color.w, c[4].x;
TEX R1.w, R1.x, texture[1], 2D;
DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.x, R1.x;
MUL R1.xyz, R1.x, fragment.texcoord[1];
MAD R2.xyz, R2.x, fragment.texcoord[2], R1;
DP3 R1.x, R2, R2;
RSQ R1.y, R1.x;
MOV R1.x, c[4].y;
MUL R2.x, R1, c[2];
MUL R1.y, R1, R2.z;
MAX R1.x, R1.y, c[4];
POW R1.x, R1.x, R2.x;
MAX R2.x, R1.z, c[4];
MUL R0.w, R1.x, R0;
MOV R1.xyz, c[1];
MUL R0.xyz, R0, R2.x;
MUL R1.xyz, R1, c[0];
MUL R1.w, R1, c[4].z;
MAD R0.xyz, R1, R0.w, R0;
MUL result.color.xyz, R0, R1.w;
END
# 26 instructions, 3 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "POINT" }
ConstBuffer "$Globals" 192 // 116 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 26 instructions, 3 temp regs, 0 temp arrays:
// ALU 20 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 { "POINT" }
"!!GLES"
}

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

SubProgram "flash " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"agal_ps
c3 0.0 128.0 2.0 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0
ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z
aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2
ahaaaaaaabaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r0.z, c3
adaaaaaaaaaaabacadaaaaffabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c3.y, r0.x
alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
adaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaappacaaaaaa mul r0.x, r0.x, r2.w
ahaaaaaaabaaabacabaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r1.z, c3
adaaaaaaadaaahacacaaaakeacaaaaaaabaaaaaaacaaaaaa mul r3.xyz, r2.xyzz, r1.x
adaaaaaaabaaabacaaaaaappacaaaaaaadaaaakkabaaaaaa mul r1.x, r0.w, c3.z
aaaaaaaaacaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2.xyz, c0
adaaaaaaacaaahacabaaaaoeabaaaaaaacaaaakeacaaaaaa mul r2.xyz, c1, r2.xyzz
adaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r2.xyzz, r0.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa add r0.xyz, r0.xyzz, r3.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaacaaaaaa mul r0.xyz, r0.xyzz, r1.x
aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT" }
ConstBuffer "$Globals" 192 // 116 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 26 instructions, 3 temp regs, 0 temp arrays:
// ALU 20 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 128 // 52 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 21 instructions, 2 temp regs, 0 temp arrays:
// ALU 16 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedbgfbkoefmbhiookloleblpdpdnbmgiboabaaaaaajaadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefckaacaaaaeaaaaaaakiaaaaaafjaaaaaeegiocaaa
aaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad
hcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaah
bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaa
agaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa
aaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaah
bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa
adaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj
pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa
diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaai
ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaaj
hcaabaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa
diaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadeaaaaah
bcaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaadcaaaaajhcaabaaa
aaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaah
hccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa
aaaaaaaaabeaaaaaaaaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
"agal_ps
c3 0.0 128.0 2.0 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
aaaaaaaaabaaahacabaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z
aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2
ahaaaaaaabaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r0.z, c3
adaaaaaaaaaaabacadaaaaffabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c3.y, r0.x
alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
adaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r2.xyzz, c0
ahaaaaaaabaaabacabaaaakkaeaaaaaaadaaaaoeabaaaaaa max r1.x, v1.z, c3
aaaaaaaaacaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2.xyz, c0
adaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaappacaaaaaa mul r0.x, r0.x, r2.w
adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x
adaaaaaaacaaahacabaaaaoeabaaaaaaacaaaakeacaaaaaa mul r2.xyz, c1, r2.xyzz
adaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r2.xyzz, r0.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c3.z
aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 128 // 52 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 21 instructions, 2 temp regs, 0 temp arrays:
// ALU 16 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 192 // 116 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTexture0] 2D 0
SetTexture 2 [_LightTextureB0] 2D 1
// 32 instructions, 3 temp regs, 0 temp arrays:
// ALU 24 float, 0 int, 1 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "flash " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
SetTexture 2 [_LightTextureB0] 2D
"agal_ps
c3 0.0 128.0 1.0 0.5
c4 2.0 0.0 0.0 0.0
[bc]
ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3
afaaaaaaabaaabacadaaaappaeaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, v3.w
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaabaaadacadaaaaoeaeaaaaaaabaaaaaaacaaaaaa mul r1.xy, v3, r1.x
abaaaaaaabaaadacabaaaafeacaaaaaaadaaaappabaaaaaa add r1.xy, r1.xyyy, c3.w
adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0
ciaaaaaaaaaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r0, r0.xyyy, s2 <2d wrap linear point>
ciaaaaaaabaaapacabaaaafeacaaaaaaabaaaaaaafaababb tex r1, r1.xyyy, s1 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
bcaaaaaaabaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r1.x, r0.xyzz, r0.xyzz
akaaaaaaacaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r1.x
adaaaaaaaaaaaeacacaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r2.x, r0.z
bfaaaaaaacaaaiacadaaaakkaeaaaaaaaaaaaaaaaaaaaaaa neg r2.w, v3.z
ckaaaaaaaaaaabacacaaaappacaaaaaaaeaaaaffabaaaaaa slt r0.x, r2.w, c4.y
adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappacaaaaaa mul r0.x, r0.x, r1.w
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2
ahaaaaaaacaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r0.z, c3
adaaaaaaabaaabacadaaaaffabaaaaaaabaaaaaaacaaaaaa mul r1.x, c3.y, r1.x
alaaaaaaaeaaapacacaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r4, r2.x, r1.x
aaaaaaaaabaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r4.x
ahaaaaaaacaaabacabaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r1.z, c3
adaaaaaaacaaahacadaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r3.xyzz, r2.x
aaaaaaaaaeaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r4.xyz, c0
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaoeabaaaaaa mul r0.x, r0.x, c4
adaaaaaaabaaabacabaaaaaaacaaaaaaadaaaappacaaaaaa mul r1.x, r1.x, r3.w
adaaaaaaadaaahacabaaaaoeabaaaaaaaeaaaakeacaaaaaa mul r3.xyz, c1, r4.xyzz
adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x
abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz
adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x
aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 192 // 116 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTexture0] 2D 0
SetTexture 2 [_LightTextureB0] 2D 1
// 32 instructions, 3 temp regs, 0 temp arrays:
// ALU 24 float, 0 int, 1 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 192 // 116 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_LightTexture0] CUBE 0
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 20 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedfdcbpjmicnpinohfbjllbcbnmifpmncgabaaaaaakiaeaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefckaadaaaaeaaaaaaaoiaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa
acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa
ffffaaaafidaaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaa
aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa
aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa
acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa
aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa
egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa
aaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaa
aaaaaaaadeaaaaakjcaabaaaaaaaaaaaagambaaaaaaaaaaaaceaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed
diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa
abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa
abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa
aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaaaaaaaaaa
agaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa
abaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaa
egbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaapgapbaaa
aaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa
egbcbaaaaeaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaapaaaaahicaabaaa
aaaaaaaaagaabaaaabaaaaaapgapbaaaacaaaaaadiaaaaahhccabaaaaaaaaaaa
pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa
aaaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTextureB0] 2D
SetTexture 2 [_LightTexture0] CUBE
"agal_ps
c3 0.0 128.0 2.0 0.0
[bc]
ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0
ciaaaaaaabaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r1, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacadaaaaoeaeaaaaaaacaaaaaaafbababb tex r0, v3, s2 <cube wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
bcaaaaaaabaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r1.x, r0.xyzz, r0.xyzz
akaaaaaaacaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r1.x
adaaaaaaaaaaabacabaaaappacaaaaaaaaaaaappacaaaaaa mul r0.x, r1.w, r0.w
adaaaaaaaaaaaeacacaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r2.x, r0.z
aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2
ahaaaaaaacaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r0.z, c3
adaaaaaaabaaabacadaaaaffabaaaaaaabaaaaaaacaaaaaa mul r1.x, c3.y, r1.x
alaaaaaaaeaaapacacaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r4, r2.x, r1.x
aaaaaaaaabaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r4.x
ahaaaaaaacaaabacabaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r1.z, c3
adaaaaaaacaaahacadaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r3.xyzz, r2.x
aaaaaaaaaeaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r4.xyz, c0
adaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaakkabaaaaaa mul r0.x, r0.x, c3.z
adaaaaaaabaaabacabaaaaaaacaaaaaaadaaaappacaaaaaa mul r1.x, r1.x, r3.w
adaaaaaaadaaahacabaaaaoeabaaaaaaaeaaaakeacaaaaaa mul r3.xyz, c1, r4.xyzz
adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x
abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz
adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x
aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 192 // 116 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_LightTexture0] CUBE 0
// 27 instructions, 3 temp regs, 0 temp arrays:
// ALU 20 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 192 // 116 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 23 instructions, 2 temp regs, 0 temp arrays:
// ALU 17 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_COOKIE" }
"!!GLES"
}

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

SubProgram "flash " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"agal_ps
c3 0.0 128.0 2.0 0.0
[bc]
ciaaaaaaaaaaapacadaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v3, s1 <2d wrap linear point>
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
adaaaaaaaeaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r4.xyz, r2.xyzz, c0
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2
ahaaaaaaacaaabacabaaaakkaeaaaaaaadaaaaoeabaaaaaa max r2.x, v1.z, c3
aaaaaaaaabaaahacabaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z
aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2
ahaaaaaaabaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r0.z, c3
adaaaaaaaaaaabacadaaaaffabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c3.y, r0.x
alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
aaaaaaaaadaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r3.xyz, c0
adaaaaaaabaaabacaaaaaaaaacaaaaaaacaaaappacaaaaaa mul r1.x, r0.x, r2.w
adaaaaaaaaaaabacaaaaaappacaaaaaaadaaaakkabaaaaaa mul r0.x, r0.w, c3.z
adaaaaaaacaaahacaeaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r4.xyzz, r2.x
adaaaaaaadaaahacabaaaaoeabaaaaaaadaaaakeacaaaaaa mul r3.xyz, c1, r3.xyzz
adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x
abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz
adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x
aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 192 // 116 used size, 10 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
// 23 instructions, 2 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

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

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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;
  mediump float rim_6;
  highp float tmpvar_7;
  tmpvar_7 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_6 = tmpvar_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_9;
  tmpvar_9 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_8.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  tmpvar_5 = tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = xlv_TEXCOORD0.z;
  worldN_2.x = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = xlv_TEXCOORD1.z;
  worldN_2.y = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = xlv_TEXCOORD2.z;
  worldN_2.z = tmpvar_13;
  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_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesTANGENT;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  vec3 v_6;
  v_6.x = _Object2World[0].x;
  v_6.y = _Object2World[1].x;
  v_6.z = _Object2World[2].x;
  vec3 v_7;
  v_7.x = _Object2World[0].y;
  v_7.y = _Object2World[1].y;
  v_7.z = _Object2World[2].y;
  vec3 v_8;
  v_8.x = _Object2World[0].z;
  v_8.y = _Object2World[1].z;
  v_8.z = _Object2World[2].z;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((tmpvar_5 * v_6) * unity_Scale.w);
  xlv_TEXCOORD1 = ((tmpvar_5 * v_7) * unity_Scale.w);
  xlv_TEXCOORD2 = ((tmpvar_5 * v_8) * unity_Scale.w);
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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;
  mediump float rim_6;
  highp float tmpvar_7;
  tmpvar_7 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0));
  rim_6 = tmpvar_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_Emissive, tmpvar_3);
  highp vec3 tmpvar_9;
  tmpvar_9 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_8.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  tmpvar_5 = tmpvar_9;
  highp vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = xlv_TEXCOORD0.z;
  worldN_2.x = tmpvar_11;
  highp float tmpvar_12;
  tmpvar_12 = xlv_TEXCOORD1.z;
  worldN_2.y = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = xlv_TEXCOORD2.z;
  worldN_2.z = tmpvar_13;
  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 "color" Color
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Vector 320 [unity_Scale] 4
BindCB "UnityPerDraw" 0
// 29 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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daaaaaaaiiacaaaadiagaaaaaaahaaaaebgpgodjfaacaaaafaacaaaaaaacpopp
aeacaaaaemaaaaaaadaaceaaaaaaeiaaaaaaeiaaaaaaceaaabaaeiaaaaaaaaaa
aeaaabaaaaaaaaaaaaaaamaaadaaafaaaaaaaaaaaaaabeaaabaaaiaaaaaaaaaa
aaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapja
bpaaaaacafaaaciaacaaapjaabaaaaacaaaaahiaabaaoejaafaaaaadabaaahia
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aaaaahiaaaaaoeiaabaappjaabaaaaacabaaabiaafaaaakaabaaaaacabaaacia
agaaaakaabaaaaacabaaaeiaahaaaakaaiaaaaadacaaaciaaaaaoeiaabaaoeia
aiaaaaadacaaabiaabaaoejaabaaoeiaaiaaaaadacaaaeiaacaaoejaabaaoeia
afaaaaadaaaaahoaacaaoeiaaiaappkaabaaaaacabaaabiaafaaffkaabaaaaac
abaaaciaagaaffkaabaaaaacabaaaeiaahaaffkaaiaaaaadacaaaciaaaaaoeia
abaaoeiaaiaaaaadacaaabiaabaaoejaabaaoeiaaiaaaaadacaaaeiaacaaoeja
abaaoeiaafaaaaadabaaahoaacaaoeiaaiaappkaabaaaaacabaaabiaafaakkka
abaaaaacabaaaciaagaakkkaabaaaaacabaaaeiaahaakkkaaiaaaaadaaaaacia
aaaaoeiaabaaoeiaaiaaaaadaaaaabiaabaaoejaabaaoeiaaiaaaaadaaaaaeia
acaaoejaabaaoeiaafaaaaadacaaahoaaaaaoeiaaiaappkaafaaaaadaaaaapia
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aaaaapiaadaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaaeaaoekaaaaappja
aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma
aaaaoeiappppaaaafdeieefckiadaaaaeaaaabaaokaaaaaafjaaaaaeegiocaaa
aaaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa
fpaaaaadhcbabaaaacaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad
hccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
giaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa
aaaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaa
agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
aaaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa
aaaaaaaaegiocaaaaaaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa
diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak
hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa
aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa
dgaaaaagbcaabaaaabaaaaaaakiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaa
abaaaaaaakiacaaaaaaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaa
aaaaaaaaaoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaabaaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa
baaaaaahecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai
hccabaaaabaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaag
bcaabaaaabaaaaaabkiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaa
bkiacaaaaaaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaabkiacaaaaaaaaaaa
aoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa
baaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah
ecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaa
acaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaa
abaaaaaackiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaackiacaaa
aaaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaackiacaaaaaaaaaaaaoaaaaaa
baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah
bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa
aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaadaaaaaa
egacbaaaaaaaaaaapgipcaaaaaaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa
agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa
kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
adaaaaaaapaaaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa
ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo
aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl
epfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa
aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaahaiaaaa
heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaa
aaaaaaaaadaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffied
epepfceeaaklklkl"
}

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 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 419
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 423
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w);
    o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w);
    #line 427
    o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w);
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 419
#line 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 430
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 432
    Input surfIN;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 436
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 440
    lowp vec3 worldN;
    worldN.x = dot( IN.TtoW0, o.Normal);
    worldN.y = dot( IN.TtoW1, o.Normal);
    worldN.z = dot( IN.TtoW2, o.Normal);
    #line 444
    o.Normal = worldN;
    lowp vec4 res;
    res.xyz = ((o.Normal * 0.5) + 0.5);
    res.w = o.Specular;
    #line 448
    return res;
}
in highp vec3 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.TtoW0 = vec3(xlv_TEXCOORD0);
    xlt_IN.TtoW1 = vec3(xlv_TEXCOORD1);
    xlt_IN.TtoW2 = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

SubProgram "d3d9 " {
Keywords { }
Float 0 [_Shininess]
"ps_2_0
; 6 ALU
def c1, 0.50000000, 0, 0, 0
dcl t0.xyz
dcl t1.xyz
dcl t2.xyz
mov_pp r0.z, t2
mov_pp r0.x, t0.z
mov_pp r0.y, t1.z
mad_pp r0.xyz, r0, c1.x, c1.x
mov_pp r0.w, c0.x
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { }
ConstBuffer "$Globals" 112 // 52 used size, 8 vars
Float 48 [_Shininess]
BindCB "$Globals" 0
// 6 instructions, 1 temp regs, 0 temp arrays:
// ALU 0 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedpiobmejhbbnccmpkimokndkmjifneodbabaaaaaaneabaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcoeaaaaaaeaaaaaaadjaaaaaafjaaaaaeegiocaaa
aaaaaaaaaeaaaaaagcbaaaadecbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaa
gcbaaaadecbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa
dgaaaaafbcaabaaaaaaaaaaackbabaaaabaaaaaadgaaaaafccaabaaaaaaaaaaa
ckbabaaaacaaaaaadgaaaaafecaabaaaaaaaaaaackbabaaaadaaaaaadcaaaaap
hccabaaaaaaaaaaaegacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadp
aaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaagiccabaaa
aaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { }
ConstBuffer "$Globals" 112 // 52 used size, 8 vars
Float 48 [_Shininess]
BindCB "$Globals" 0
// 6 instructions, 1 temp regs, 0 temp arrays:
// ALU 0 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecedpjndoakbdfamihecnhbnlfkchkgkhbjaabaaaaaakmacaaaaaeaaaaaa
daaaaaaaaeabaaaapaabaaaahiacaaaaebgpgodjmmaaaaaammaaaaaaaaacpppp
jmaaaaaadaaaaaaaabaaceaaaaaadaaaaaaadaaaaaaaceaaaaaadaaaaaaaadaa
abaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaadpaaaaaaaaaaaaaaaa
aaaaaaaabpaaaaacaaaaaaiaaaaaahlabpaaaaacaaaaaaiaabaaahlabpaaaaac
aaaaaaiaacaaahlaafaaaaadaaaacbiaaaaakklaabaaaakaafaaaaadaaaaccia
abaakklaabaaaakaafaaaaadaaaaceiaacaakklaabaaaakaacaaaaadaaaachia
aaaaoeiaabaaaakaabaaaaacaaaaciiaaaaaaakaabaaaaacaaaicpiaaaaaoeia
ppppaaaafdeieefcoeaaaaaaeaaaaaaadjaaaaaafjaaaaaeegiocaaaaaaaaaaa
aeaaaaaagcbaaaadecbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaad
ecbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaadgaaaaaf
bcaabaaaaaaaaaaackbabaaaabaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaa
acaaaaaadgaaaaafecaabaaaaaaaaaaackbabaaaadaaaaaadcaaaaaphccabaaa
aaaaaaaaegacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaa
aceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaagiccabaaaaaaaaaaa
akiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa
giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa
abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa
fdfgfpfegbhcghgfheaaklkl"
}

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

}
	}
	Pass {
		Name "PREPASS"
		Tags { "LightMode" = "PrePassFinal" }
		ZWrite Off
Program "vp" {
// Vertex combos: 6
//   opengl - ALU: 25 to 42
//   d3d9 - ALU: 26 to 43
//   d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
Vector 24 [_Emissive_ST]
"!!ARBvp1.0
# 42 ALU
PARAM c[25] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..24] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.x, R1, c[18];
DP4 R3.y, R1, c[19];
ADD R2.xyz, R2, R3;
MAD R0.w, R0.x, R0.x, -R0.y;
MUL R3.xyz, R0.w, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
ADD result.texcoord[3].xyz, R2, R3;
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[22].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24];
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
END
# 42 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 144 used size, 11 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 39 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_13;
  tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_14;
  tmpvar_14 = color_9.xyz;
  tmpvar_4 = tmpvar_14;
  tmpvar_5 = tmpvar_13;
  highp float tmpvar_15;
  tmpvar_15 = color_9.w;
  tmpvar_6 = tmpvar_15;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_16;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_18.w;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_18.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_19;
  lowp vec4 c_20;
  lowp float spec_21;
  mediump float tmpvar_22;
  tmpvar_22 = (tmpvar_18.w * tmpvar_6);
  spec_21 = tmpvar_22;
  mediump vec3 tmpvar_23;
  tmpvar_23 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_21));
  c_20.xyz = tmpvar_23;
  c_20.w = (tmpvar_7 + (spec_21 * _SpecColor.w));
  c_2 = c_20;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_13;
  tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_14;
  tmpvar_14 = color_9.xyz;
  tmpvar_4 = tmpvar_14;
  tmpvar_5 = tmpvar_13;
  highp float tmpvar_15;
  tmpvar_15 = color_9.w;
  tmpvar_6 = tmpvar_15;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_16;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_18.w;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_18.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_19;
  lowp vec4 c_20;
  lowp float spec_21;
  mediump float tmpvar_22;
  tmpvar_22 = (tmpvar_18.w * tmpvar_6);
  spec_21 = tmpvar_22;
  mediump vec3 tmpvar_23;
  tmpvar_23 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_21));
  c_20.xyz = tmpvar_23;
  c_20.w = (tmpvar_7 + (spec_21 * _SpecColor.w));
  c_2 = c_20;
  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 "$Globals" 160 // 144 used size, 11 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 39 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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bbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaa
bbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaa
bbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaa
diaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaai
bcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaai
ccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaai
ecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaah
hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
aaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa
akaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaak
hccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaa
imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 436
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 422
v2f_surf vert_surf( in appdata_full v ) {
    #line 424
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 428
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 432
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 436
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 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 440
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    #line 444
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 448
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    #line 452
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    light.xyz += IN.vlight;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    #line 456
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 160 used size, 13 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 36 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_11 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_16;
  tmpvar_16 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_17;
  tmpvar_17 = color_12.xyz;
  tmpvar_7 = tmpvar_17;
  tmpvar_8 = tmpvar_16;
  highp float tmpvar_18;
  tmpvar_18 = color_12.w;
  tmpvar_9 = tmpvar_18;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_19;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_20;
  mediump vec4 tmpvar_21;
  tmpvar_21 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_21.w;
  highp float tmpvar_22;
  tmpvar_22 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_24;
  light_6.xyz = (tmpvar_21.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_25;
  lowp float spec_26;
  mediump float tmpvar_27;
  tmpvar_27 = (tmpvar_21.w * tmpvar_9);
  spec_26 = tmpvar_27;
  mediump vec3 tmpvar_28;
  tmpvar_28 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_26));
  c_25.xyz = tmpvar_28;
  c_25.w = (tmpvar_10 + (spec_26 * _SpecColor.w));
  c_2 = c_25;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_11 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_16;
  tmpvar_16 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_17;
  tmpvar_17 = color_12.xyz;
  tmpvar_7 = tmpvar_17;
  tmpvar_8 = tmpvar_16;
  highp float tmpvar_18;
  tmpvar_18 = color_12.w;
  tmpvar_9 = tmpvar_18;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_19;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_20;
  mediump vec4 tmpvar_21;
  tmpvar_21 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_21.w;
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_23;
  tmpvar_23 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_24;
  tmpvar_24 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz);
  lmFull_4 = tmpvar_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = ((8.0 * tmpvar_23.w) * tmpvar_23.xyz);
  lmIndirect_3 = tmpvar_26;
  light_6.xyz = (tmpvar_21.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_21.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 "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 "$Globals" 192 // 160 used size, 13 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 36 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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daaaaaaakiadaaaagiajaaaadaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp
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adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaabjaaabaaagaaaaaaaaaa
adaaaaaaaiaaahaaaaaaaaaaadaaamaaajaaapaaaaaaaaaaaaaaaaaaaaacpopp
fbaaaaafbiaaapkaaaaaaadpaaaaiadpaaaaaaaaaaaaaaaabpaaaaacafaaaaia
aaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaac
afaaadiaadaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoeja
acaaoekaacaaookaaeaaaaaeaaaaamoaadaaeejaadaaeekaadaaoekaafaaaaad
aaaaapiaaaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoekaaaaaaajaaaaaoeia
aeaaaaaeaaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaakaaoeka
aaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffiaafaaaakaafaaaaadabaaaiia
abaaaaiabiaaaakaafaaaaadabaaafiaaaaapeiabiaaaakaacaaaaadacaaadoa
abaakkiaabaaomiaaeaaaaaeadaaadoaaeaaoejaabaaoekaabaaookaafaaaaad
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aaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffied
epepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 421
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 439
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 443
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 424
v2f_surf vert_surf( in appdata_full v ) {
    #line 426
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 430
    o.screen = ComputeScreenPos( o.pos);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    #line 434
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 421
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 439
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 443
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 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    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_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 451
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 455
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 459
    light = (-log2(light));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    #line 463
    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 467
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 160 used size, 13 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_6;
  lowp float tmpvar_7;
  mediump float rim_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_13;
  tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_14;
  tmpvar_14 = color_9.xyz;
  tmpvar_4 = tmpvar_14;
  tmpvar_5 = tmpvar_13;
  highp float tmpvar_15;
  tmpvar_15 = color_9.w;
  tmpvar_6 = tmpvar_15;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_16;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_19;
  mediump vec3 viewDir_20;
  viewDir_20 = tmpvar_18;
  highp float nh_21;
  mat3 tmpvar_22;
  tmpvar_22[0].x = 0.816497;
  tmpvar_22[0].y = -0.408248;
  tmpvar_22[0].z = -0.408248;
  tmpvar_22[1].x = 0.0;
  tmpvar_22[1].y = 0.707107;
  tmpvar_22[1].z = -0.707107;
  tmpvar_22[2].x = 0.57735;
  tmpvar_22[2].y = 0.57735;
  tmpvar_22[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_23;
  mediump vec3 lm_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_24 = tmpvar_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_23 = tmpvar_26;
  lm_24 = (lm_24 * dot (clamp ((tmpvar_22 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_23));
  vec3 v_27;
  v_27.x = tmpvar_22[0].x;
  v_27.y = tmpvar_22[1].x;
  v_27.z = tmpvar_22[2].x;
  vec3 v_28;
  v_28.x = tmpvar_22[0].y;
  v_28.y = tmpvar_22[1].y;
  v_28.z = tmpvar_22[2].y;
  vec3 v_29;
  v_29.x = tmpvar_22[0].z;
  v_29.y = tmpvar_22[1].z;
  v_29.z = tmpvar_22[2].z;
  mediump float tmpvar_30;
  tmpvar_30 = max (0.0, normalize((normalize((((scalePerBasisVector_23.x * v_27) + (scalePerBasisVector_23.y * v_28)) + (scalePerBasisVector_23.z * v_29))) + viewDir_20)).z);
  nh_21 = tmpvar_30;
  mediump float arg1_31;
  arg1_31 = (_Shininess * 128.0);
  highp vec4 tmpvar_32;
  tmpvar_32.xyz = lm_24;
  tmpvar_32.w = pow (nh_21, arg1_31);
  tmpvar_19 = tmpvar_32;
  mediump vec4 tmpvar_33;
  tmpvar_33 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_19);
  light_3 = tmpvar_33;
  lowp vec4 c_34;
  lowp float spec_35;
  mediump float tmpvar_36;
  tmpvar_36 = (tmpvar_33.w * tmpvar_6);
  spec_35 = tmpvar_36;
  mediump vec3 tmpvar_37;
  tmpvar_37 = ((tmpvar_4 * tmpvar_33.xyz) + ((tmpvar_33.xyz * _SpecColor.xyz) * spec_35));
  c_34.xyz = tmpvar_37;
  c_34.w = (tmpvar_7 + (spec_35 * _SpecColor.w));
  c_2 = c_34;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_6;
  lowp float tmpvar_7;
  mediump float rim_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_13;
  tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_14;
  tmpvar_14 = color_9.xyz;
  tmpvar_4 = tmpvar_14;
  tmpvar_5 = tmpvar_13;
  highp float tmpvar_15;
  tmpvar_15 = color_9.w;
  tmpvar_6 = tmpvar_15;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_16;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_17;
  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_TEXCOORD1);
  mediump vec4 tmpvar_21;
  mediump vec3 viewDir_22;
  viewDir_22 = tmpvar_20;
  highp float nh_23;
  mat3 tmpvar_24;
  tmpvar_24[0].x = 0.816497;
  tmpvar_24[0].y = -0.408248;
  tmpvar_24[0].z = -0.408248;
  tmpvar_24[1].x = 0.0;
  tmpvar_24[1].y = 0.707107;
  tmpvar_24[1].z = -0.707107;
  tmpvar_24[2].x = 0.57735;
  tmpvar_24[2].y = 0.57735;
  tmpvar_24[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_25;
  mediump vec3 lm_26;
  lowp vec3 tmpvar_27;
  tmpvar_27 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz);
  lm_26 = tmpvar_27;
  lowp vec3 tmpvar_28;
  tmpvar_28 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz);
  scalePerBasisVector_25 = tmpvar_28;
  lm_26 = (lm_26 * dot (clamp ((tmpvar_24 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_25));
  vec3 v_29;
  v_29.x = tmpvar_24[0].x;
  v_29.y = tmpvar_24[1].x;
  v_29.z = tmpvar_24[2].x;
  vec3 v_30;
  v_30.x = tmpvar_24[0].y;
  v_30.y = tmpvar_24[1].y;
  v_30.z = tmpvar_24[2].y;
  vec3 v_31;
  v_31.x = tmpvar_24[0].z;
  v_31.y = tmpvar_24[1].z;
  v_31.z = tmpvar_24[2].z;
  mediump float tmpvar_32;
  tmpvar_32 = max (0.0, normalize((normalize((((scalePerBasisVector_25.x * v_29) + (scalePerBasisVector_25.y * v_30)) + (scalePerBasisVector_25.z * v_31))) + viewDir_22)).z);
  nh_23 = tmpvar_32;
  mediump float arg1_33;
  arg1_33 = (_Shininess * 128.0);
  highp vec4 tmpvar_34;
  tmpvar_34.xyz = lm_26;
  tmpvar_34.w = pow (nh_23, arg1_33);
  tmpvar_21 = tmpvar_34;
  mediump vec4 tmpvar_35;
  tmpvar_35 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_21);
  light_3 = tmpvar_35;
  lowp vec4 c_36;
  lowp float spec_37;
  mediump float tmpvar_38;
  tmpvar_38 = (tmpvar_35.w * tmpvar_6);
  spec_37 = tmpvar_38;
  mediump vec3 tmpvar_39;
  tmpvar_39 = ((tmpvar_4 * tmpvar_35.xyz) + ((tmpvar_35.xyz * _SpecColor.xyz) * spec_37));
  c_36.xyz = tmpvar_39;
  c_36.w = (tmpvar_7 + (spec_37 * _SpecColor.w));
  c_2 = c_36;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 160 used size, 13 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
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aeaaaaaeaaaaapiaagaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaiaaoeka
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aeaaaaaeabaaahiaamaaoekaabaakkiaabaapeiaacaaaaadabaaahiaabaaoeia
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abaaoejaabaaoeiaabaaaaacacaaahiaabaaoejaafaaaaadadaaahiaacaamjia
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acaaoejaabaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaac
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eaaaabaapjaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaa
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dcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaa
abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad
pccabaaaadaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa
adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa
aaaaaaaaaiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaalmccabaaaabaaaaaa
agbebaaaadaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaa
diaaaaahhcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak
hcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa
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diaaaaajhcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaa
bbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaa
abaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaa
acaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaai
hcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaal
hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaia
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acaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaa
baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaai
ccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaak
ncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadp
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adaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadcaaaaaldccabaaaaeaaaaaa
egbabaaaaeaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaa
doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa
apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied
epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D _LightBuffer;
#line 437
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 441
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 423
v2f_surf vert_surf( in appdata_full v ) {
    #line 425
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 429
    o.screen = ComputeScreenPos( o.pos);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 433
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D _LightBuffer;
#line 437
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 441
#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 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 441
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 445
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 449
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 453
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    #line 457
    mediump vec3 specColor;
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor);
    #line 461
    light += lm;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 144 used size, 11 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 39 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_13;
  tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_14;
  tmpvar_14 = color_9.xyz;
  tmpvar_4 = tmpvar_14;
  tmpvar_5 = tmpvar_13;
  highp float tmpvar_15;
  tmpvar_15 = color_9.w;
  tmpvar_6 = tmpvar_15;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_16;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_18.w;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_18.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_19;
  lowp vec4 c_20;
  lowp float spec_21;
  mediump float tmpvar_22;
  tmpvar_22 = (tmpvar_18.w * tmpvar_6);
  spec_21 = tmpvar_22;
  mediump vec3 tmpvar_23;
  tmpvar_23 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_21));
  c_20.xyz = tmpvar_23;
  c_20.w = (tmpvar_7 + (spec_21 * _SpecColor.w));
  c_2 = c_20;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_13;
  tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_14;
  tmpvar_14 = color_9.xyz;
  tmpvar_4 = tmpvar_14;
  tmpvar_5 = tmpvar_13;
  highp float tmpvar_15;
  tmpvar_15 = color_9.w;
  tmpvar_6 = tmpvar_15;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_16;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_18.w;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_18.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_19;
  lowp vec4 c_20;
  lowp float spec_21;
  mediump float tmpvar_22;
  tmpvar_22 = (tmpvar_18.w * tmpvar_6);
  spec_21 = tmpvar_22;
  mediump vec3 tmpvar_23;
  tmpvar_23 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_21));
  c_20.xyz = tmpvar_23;
  c_20.w = (tmpvar_7 + (spec_21 * _SpecColor.w));
  c_2 = c_20;
  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 "$Globals" 160 // 144 used size, 11 vars
Vector 112 [_MainTex_ST] 4
Vector 128 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 39 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
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imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 436
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 422
v2f_surf vert_surf( in appdata_full v ) {
    #line 424
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 428
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 432
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 436
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 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 440
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    #line 444
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 448
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    #line 452
    light = max( light, vec4( 0.001));
    light.xyz += IN.vlight;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    #line 456
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 160 used size, 13 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 36 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_11 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_16;
  tmpvar_16 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_17;
  tmpvar_17 = color_12.xyz;
  tmpvar_7 = tmpvar_17;
  tmpvar_8 = tmpvar_16;
  highp float tmpvar_18;
  tmpvar_18 = color_12.w;
  tmpvar_9 = tmpvar_18;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_19;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_20;
  mediump vec4 tmpvar_21;
  tmpvar_21 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_21.w;
  highp float tmpvar_22;
  tmpvar_22 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_24;
  light_6.xyz = (tmpvar_21.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_25;
  lowp float spec_26;
  mediump float tmpvar_27;
  tmpvar_27 = (tmpvar_21.w * tmpvar_9);
  spec_26 = tmpvar_27;
  mediump vec3 tmpvar_28;
  tmpvar_28 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_26));
  c_25.xyz = tmpvar_28;
  c_25.w = (tmpvar_10 + (spec_26 * _SpecColor.w));
  c_2 = c_25;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 vec4 color_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_12 = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_11 = tmpvar_14;
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_16;
  tmpvar_16 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_17;
  tmpvar_17 = color_12.xyz;
  tmpvar_7 = tmpvar_17;
  tmpvar_8 = tmpvar_16;
  highp float tmpvar_18;
  tmpvar_18 = color_12.w;
  tmpvar_9 = tmpvar_18;
  highp vec3 tmpvar_19;
  tmpvar_19 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_19;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_20;
  mediump vec4 tmpvar_21;
  tmpvar_21 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_21.w;
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_23;
  tmpvar_23 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_24;
  tmpvar_24 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz);
  lmFull_4 = tmpvar_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = ((8.0 * tmpvar_23.w) * tmpvar_23.xyz);
  lmIndirect_3 = tmpvar_26;
  light_6.xyz = (tmpvar_21.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_21.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 "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 "$Globals" 192 // 160 used size, 13 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 36 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 421
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 439
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 443
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 424
v2f_surf vert_surf( in appdata_full v ) {
    #line 426
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 430
    o.screen = ComputeScreenPos( o.pos);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    #line 434
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 421
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
#line 439
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 443
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 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    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_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 451
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 455
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 459
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    #line 463
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    #line 467
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 160 used size, 13 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_6;
  lowp float tmpvar_7;
  mediump float rim_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_13;
  tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_14;
  tmpvar_14 = color_9.xyz;
  tmpvar_4 = tmpvar_14;
  tmpvar_5 = tmpvar_13;
  highp float tmpvar_15;
  tmpvar_15 = color_9.w;
  tmpvar_6 = tmpvar_15;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_16;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_19;
  mediump vec3 viewDir_20;
  viewDir_20 = tmpvar_18;
  highp float nh_21;
  mat3 tmpvar_22;
  tmpvar_22[0].x = 0.816497;
  tmpvar_22[0].y = -0.408248;
  tmpvar_22[0].z = -0.408248;
  tmpvar_22[1].x = 0.0;
  tmpvar_22[1].y = 0.707107;
  tmpvar_22[1].z = -0.707107;
  tmpvar_22[2].x = 0.57735;
  tmpvar_22[2].y = 0.57735;
  tmpvar_22[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_23;
  mediump vec3 lm_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_24 = tmpvar_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_23 = tmpvar_26;
  lm_24 = (lm_24 * dot (clamp ((tmpvar_22 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_23));
  vec3 v_27;
  v_27.x = tmpvar_22[0].x;
  v_27.y = tmpvar_22[1].x;
  v_27.z = tmpvar_22[2].x;
  vec3 v_28;
  v_28.x = tmpvar_22[0].y;
  v_28.y = tmpvar_22[1].y;
  v_28.z = tmpvar_22[2].y;
  vec3 v_29;
  v_29.x = tmpvar_22[0].z;
  v_29.y = tmpvar_22[1].z;
  v_29.z = tmpvar_22[2].z;
  mediump float tmpvar_30;
  tmpvar_30 = max (0.0, normalize((normalize((((scalePerBasisVector_23.x * v_27) + (scalePerBasisVector_23.y * v_28)) + (scalePerBasisVector_23.z * v_29))) + viewDir_20)).z);
  nh_21 = tmpvar_30;
  mediump float arg1_31;
  arg1_31 = (_Shininess * 128.0);
  highp vec4 tmpvar_32;
  tmpvar_32.xyz = lm_24;
  tmpvar_32.w = pow (nh_21, arg1_31);
  tmpvar_19 = tmpvar_32;
  mediump vec4 tmpvar_33;
  tmpvar_33 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_19);
  light_3 = tmpvar_33;
  lowp vec4 c_34;
  lowp float spec_35;
  mediump float tmpvar_36;
  tmpvar_36 = (tmpvar_33.w * tmpvar_6);
  spec_35 = tmpvar_36;
  mediump vec3 tmpvar_37;
  tmpvar_37 = ((tmpvar_4 * tmpvar_33.xyz) + ((tmpvar_33.xyz * _SpecColor.xyz) * spec_35));
  c_34.xyz = tmpvar_37;
  c_34.w = (tmpvar_7 + (spec_35 * _SpecColor.w));
  c_2 = c_34;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _Emissive;
uniform highp vec4 _EmissiveColor;
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 float tmpvar_6;
  lowp float tmpvar_7;
  mediump float rim_8;
  highp vec4 color_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw);
  highp vec3 tmpvar_13;
  tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w));
  highp vec3 tmpvar_14;
  tmpvar_14 = color_9.xyz;
  tmpvar_4 = tmpvar_14;
  tmpvar_5 = tmpvar_13;
  highp float tmpvar_15;
  tmpvar_15 = color_9.w;
  tmpvar_6 = tmpvar_15;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_16;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_17;
  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_TEXCOORD1);
  mediump vec4 tmpvar_21;
  mediump vec3 viewDir_22;
  viewDir_22 = tmpvar_20;
  highp float nh_23;
  mat3 tmpvar_24;
  tmpvar_24[0].x = 0.816497;
  tmpvar_24[0].y = -0.408248;
  tmpvar_24[0].z = -0.408248;
  tmpvar_24[1].x = 0.0;
  tmpvar_24[1].y = 0.707107;
  tmpvar_24[1].z = -0.707107;
  tmpvar_24[2].x = 0.57735;
  tmpvar_24[2].y = 0.57735;
  tmpvar_24[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_25;
  mediump vec3 lm_26;
  lowp vec3 tmpvar_27;
  tmpvar_27 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz);
  lm_26 = tmpvar_27;
  lowp vec3 tmpvar_28;
  tmpvar_28 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz);
  scalePerBasisVector_25 = tmpvar_28;
  lm_26 = (lm_26 * dot (clamp ((tmpvar_24 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_25));
  vec3 v_29;
  v_29.x = tmpvar_24[0].x;
  v_29.y = tmpvar_24[1].x;
  v_29.z = tmpvar_24[2].x;
  vec3 v_30;
  v_30.x = tmpvar_24[0].y;
  v_30.y = tmpvar_24[1].y;
  v_30.z = tmpvar_24[2].y;
  vec3 v_31;
  v_31.x = tmpvar_24[0].z;
  v_31.y = tmpvar_24[1].z;
  v_31.z = tmpvar_24[2].z;
  mediump float tmpvar_32;
  tmpvar_32 = max (0.0, normalize((normalize((((scalePerBasisVector_25.x * v_29) + (scalePerBasisVector_25.y * v_30)) + (scalePerBasisVector_25.z * v_31))) + viewDir_22)).z);
  nh_23 = tmpvar_32;
  mediump float arg1_33;
  arg1_33 = (_Shininess * 128.0);
  highp vec4 tmpvar_34;
  tmpvar_34.xyz = lm_26;
  tmpvar_34.w = pow (nh_23, arg1_33);
  tmpvar_21 = tmpvar_34;
  mediump vec4 tmpvar_35;
  tmpvar_35 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_21);
  light_3 = tmpvar_35;
  lowp vec4 c_36;
  lowp float spec_37;
  mediump float tmpvar_38;
  tmpvar_38 = (tmpvar_35.w * tmpvar_6);
  spec_37 = tmpvar_38;
  mediump vec3 tmpvar_39;
  tmpvar_39 = ((tmpvar_4 * tmpvar_35.xyz) + ((tmpvar_35.xyz * _SpecColor.xyz) * spec_37));
  c_36.xyz = tmpvar_39;
  c_36.w = (tmpvar_7 + (spec_37 * _SpecColor.w));
  c_2 = c_36;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 160 used size, 13 vars
Vector 112 [unity_LightmapST] 4
Vector 128 [_MainTex_ST] 4
Vector 144 [_Emissive_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa
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adaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D _LightBuffer;
#line 437
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 441
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 423
v2f_surf vert_surf( in appdata_full v ) {
    #line 425
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw);
    #line 429
    o.screen = ComputeScreenPos( o.pos);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 433
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 411
struct v2f_surf {
    highp vec4 pos;
    highp vec4 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#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 highp vec4 _EmissiveColor;
uniform sampler2D _Emissive;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 396
#line 420
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 _Emissive_ST;
uniform sampler2D _LightBuffer;
#line 437
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 441
#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 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w);
    o.Albedo = color.xyz;
    #line 404
    o.Emission = emission;
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    #line 408
    o.Emission *= _Opacity;
    o.Alpha = _Opacity;
}
#line 441
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 445
    surfIN.uv_Emissive = IN.pack0.zw;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 449
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 453
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    mediump vec3 specColor;
    #line 457
    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 461
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 20 to 48, TEX: 3 to 5
//   d3d9 - ALU: 23 to 51, TEX: 3 to 5
//   d3d11 - ALU: 15 to 32, TEX: 3 to 5, FLOW: 1 to 1
//   d3d11_9x - ALU: 15 to 32, TEX: 3 to 5, 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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 24 ALU, 3 TEX
PARAM c[6] = { program.local[0..4],
		{ 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TXP R0, fragment.texcoord[2], texture[2], 2D;
TEX R1, fragment.texcoord[0], texture[0], 2D;
TEX R2.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
LG2 R0.w, R0.w;
MUL R0.w, R1, -R0;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R2.w;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.w, -R1, c[5].x;
LG2 R0.x, R0.x;
LG2 R0.z, R0.z;
LG2 R0.y, R0.y;
ADD R0.xyz, -R0, fragment.texcoord[3];
MUL R3.xyz, R0, c[0];
MUL R3.xyz, R3, R0.w;
MAD R0.xyz, R1, R0, R3;
MUL R1.xyz, R2, c[1];
MUL R2.xyz, R1, c[1].w;
POW R1.w, R1.w, c[3].x;
MUL R1.xyz, R1.w, c[4];
MAD R2.xyz, R1, c[4].w, R2;
MOV R1.x, c[2];
MAD result.color.xyz, R2, c[2].x, R0;
MAD result.color.w, R0, c[0], R1.x;
END
# 24 instructions, 4 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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
"ps_2_0
; 27 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c5, 1.00000000, 0, 0, 0
dcl t0
dcl t1.xyz
dcl t2
dcl t3.xyz
texld r2, t0, s0
mov r0.y, t0.w
mov r0.x, t0.z
texld r3, r0, s1
texldp r0, t2, s2
log_pp r0.x, r0.x
log_pp r0.z, r0.z
log_pp r0.y, r0.y
add_pp r4.xyz, -r0, t3
dp3 r0.x, t1, t1
rsq r1.x, r0.x
mul_sat r0.z, r1.x, t1
log_pp r0.x, r0.w
mul_pp r5.xyz, r4, c0
mul_pp r0.x, r2.w, -r0
mul_pp r6.xyz, r5, r0.x
add r1.x, -r0.z, c5
pow_pp r5.x, r1.x, c3.x
mad_pp r2.xyz, r2, r4, r6
mul r4.xyz, r3, c1
mov_pp r1.x, r5.x
mul r3.xyz, r1.x, c4
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_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
// 24 instructions, 4 temp regs, 0 temp arrays:
// ALU 16 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

SubProgram "gles " {
Keywords { "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 "$Globals" 160 // 112 used size, 11 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
// 24 instructions, 4 temp regs, 0 temp arrays:
// ALU 16 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

SubProgram "gles3 " {
Keywords { "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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 35 ALU, 5 TEX
PARAM c[7] = { program.local[0..5],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TXP R0, fragment.texcoord[2], texture[2], 2D;
TEX R1, fragment.texcoord[3], texture[4], 2D;
TEX R2, fragment.texcoord[3], texture[3], 2D;
TEX R3, fragment.texcoord[0], texture[0], 2D;
TEX R4.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
MUL R2.xyz, R2.w, R2;
MUL R1.xyz, R1.w, R1;
MUL R1.xyz, R1, c[6].x;
DP4 R2.w, fragment.texcoord[4], fragment.texcoord[4];
RSQ R1.w, R2.w;
RCP R1.w, R1.w;
LG2 R0.w, R0.w;
MAD R2.xyz, R2, c[6].x, -R1;
MAD_SAT R1.w, R1, c[5].z, c[5];
MAD R1.xyz, R1.w, R2, R1;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL R2.xyz, R4, c[1];
MUL R0.w, R3, -R0;
LG2 R0.x, R0.x;
LG2 R0.y, R0.y;
LG2 R0.z, R0.z;
ADD R0.xyz, -R0, R1;
MUL R1.xyz, R0, c[0];
MUL R1.xyz, R1, R0.w;
MAD R0.xyz, R3, R0, R1;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.x, -R1.w, c[6].y;
POW R1.x, R1.x, c[3].x;
MUL R1.xyz, R1.x, c[4];
MUL R2.xyz, R2, c[1].w;
MAD R2.xyz, R1, c[4].w, R2;
MOV R1.x, c[2];
MAD result.color.xyz, R2, c[2].x, R0;
MAD result.color.w, R0, c[0], R1.x;
END
# 35 instructions, 5 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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"ps_2_0
; 36 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
def c6, 1.00000000, 8.00000000, 0, 0
dcl t0
dcl t1.xyz
dcl t2
dcl t3.xy
dcl t4
texld r2, t0, s0
texldp r1, t2, s2
texld r3, t3, s3
mov r0.y, t0.w
mov r0.x, t0.z
log_pp r1.x, r1.x
mul_pp r3.xyz, r3.w, r3
log_pp r1.y, r1.y
log_pp r1.z, r1.z
texld r4, r0, s1
texld r0, t3, s4
mul_pp r5.xyz, r0.w, r0
mul_pp r5.xyz, r5, c6.y
dp4 r0.x, t4, t4
rsq r0.x, r0.x
rcp r0.x, r0.x
mul r4.xyz, r4, c1
mad_pp r3.xyz, r3, c6.y, -r5
mad_sat r0.x, r0, c5.z, c5.w
mad_pp r0.xyz, r0.x, r3, r5
add_pp r3.xyz, -r1, r0
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_pp r5.xyz, r3, c0
mul_sat r0.z, r0.x, t1
log_pp r1.x, r1.w
mul_pp r0.x, r2.w, -r1
mul_pp r6.xyz, r5, r0.x
add r1.x, -r0.z, c6
pow_pp r5.x, r1.x, c3.x
mad_pp r2.xyz, r2, r3, r6
mov_pp r1.x, r5.x
mul r3.xyz, r1.x, c4
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_OFF" }
ConstBuffer "$Globals" 192 // 176 used size, 13 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
Vector 160 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 34 instructions, 4 temp regs, 0 temp arrays:
// ALU 21 float, 0 int, 0 uint
// TEX 5 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 192 // 176 used size, 13 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
Vector 160 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 34 instructions, 4 temp regs, 0 temp arrays:
// ALU 21 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
eefiecedapkapkofbiankfigllnciejnaaghpoboabaaaaaajeajaaaaaeaaaaaa
daaaaaaajiadaaaakiaiaaaagaajaaaaebgpgodjgaadaaaagaadaaaaaaacpppp
aeadaaaafmaaaaaaadaadiaaaaaafmaaaaaafmaaafaaceaaaaaafmaaaaaaaaaa
abababaaacacacaaadadadaaaeaeaeaaaaaaacaaabaaaaaaaaaaaaaaaaaaaeaa
adaaabaaaaaaaaaaaaaaakaaabaaaeaaaaaaaaaaaaacppppfbaaaaafafaaapka
aaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac
aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaadla
bpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja
abaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkabpaaaaac
aaaaaajaaeaiapkaagaaaaacaaaaaiiaacaapplaafaaaaadaaaaadiaaaaappia
acaaoelaabaaaaacabaaabiaaaaakklaabaaaaacabaaaciaaaaapplaecaaaaad
acaacpiaadaaoelaaeaioekaecaaaaadadaacpiaadaaoelaadaioekaecaaaaad
aaaacpiaaaaaoeiaacaioekaecaaaaadaeaacpiaaaaaoelaaaaioekaecaaaaad
abaaapiaabaaoeiaabaioekaajaaaaadabaaaiiaaeaaoelaaeaaoelaahaaaaac
abaaaiiaabaappiaagaaaaacabaaaiiaabaappiaaeaaaaaeabaadiiaabaappia
aeaakkkaaeaappkaafaaaaadacaaciiaacaappiaafaaffkaafaaaaadacaachia
acaaoeiaacaappiaafaaaaadacaaciiaadaappiaafaaffkaaeaaaaaeadaachia
acaappiaadaaoeiaacaaoeibaeaaaaaeacaachiaabaappiaadaaoeiaacaaoeia
apaaaaacadaacbiaaaaaaaiaapaaaaacadaacciaaaaaffiaapaaaaacadaaceia
aaaakkiaapaaaaacabaaciiaaaaappiaacaaaaadaaaachiaacaaoeiaadaaoeib
afaaaaadacaachiaaaaaoeiaaaaaoekaafaaaaadaaaaciiaaeaappiaabaappib
afaaaaadacaachiaaaaappiaacaaoeiaabaaaaacabaaaiiaacaaaakaaeaaaaae
adaaciiaaaaappiaaaaappkaabaappiaaeaaaaaeaaaachiaaeaaoeiaaaaaoeia
acaaoeiaaiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappia
afaaaaadaaaabiiaaaaappiaabaakklaacaaaaadaaaaciiaaaaappibafaaaaka
caaaaaadabaaaiiaaaaappiaacaaffkaafaaaaadacaaahiaabaappiaadaaoeka
afaaaaadabaaahiaabaaoeiaabaaoekaafaaaaadabaaahiaabaaoeiaabaappka
aeaaaaaeabaachiaacaaoeiaadaappkaabaaoeiaaeaaaaaeadaachiaabaaoeia
acaaaakaaaaaoeiaabaaaaacaaaicpiaadaaoeiappppaaaafdeieefcaiafaaaa
eaaaaaaaecabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad
aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa
ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaa
ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad
lcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaa
egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa
aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa
aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp
cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa
akaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa
aaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa
abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa
egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa
pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaaaaaaaaa
pgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaabbaaaaahicaabaaaaaaaaaaa
egbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaa
aaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaa
akaaaaaadkiacaaaaaaaaaaaakaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa
aeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaa
dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa
abaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaa
eghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa
acaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaa
egacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaa
pgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaa
acaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaa
egaabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafpcaabaaa
acaaaaaaegaobaaaacaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa
egacbaiaebaaaaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaa
egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaia
ebaaaaaaacaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa
aaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaa
dkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaadcaaaaajhcaabaaa
abaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak
hccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
abaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
keaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaadaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl
epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 48 ALU, 5 TEX
PARAM c[10] = { program.local[0..5],
		{ 1, 0.57735026, 8, 0 },
		{ -0.40824828, -0.70710677, 0.57735026, 128 },
		{ 0.81649655, 0, 0.57735026 },
		{ -0.40824831, 0.70710677, 0.57735026 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TXP R1, fragment.texcoord[2], texture[2], 2D;
TEX R2, fragment.texcoord[3], texture[3], 2D;
TEX R3, fragment.texcoord[3], texture[4], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R4.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
MUL R3.xyz, R3.w, R3;
MUL R3.xyz, R3, c[6].z;
MUL R2.xyz, R2.w, R2;
MUL R5.xyz, R3.y, c[9];
MAD R5.xyz, R3.x, c[8], R5;
MAD R5.xyz, R3.z, c[7], R5;
DP3 R3.w, R5, R5;
RSQ R4.w, R3.w;
DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1];
MOV R2.w, c[7];
DP3 R3.x, R3, c[6].y;
MUL R2.xyz, R2, R3.x;
RSQ R3.w, R3.w;
MUL R5.xyz, R4.w, R5;
MAD R5.xyz, fragment.texcoord[1], R3.w, R5;
DP3 R3.w, R5, R5;
RSQ R3.w, R3.w;
MUL R3.w, R3, R5.z;
MUL R2.xyz, R2, c[6].z;
MAX R3.w, R3, c[6];
MUL R2.w, R2, c[1].x;
POW R2.w, R3.w, R2.w;
LG2 R1.x, R1.x;
LG2 R1.y, R1.y;
LG2 R1.z, R1.z;
LG2 R1.w, R1.w;
ADD R1, -R1, R2;
MUL R2.xyz, R1, c[0];
MUL R0.w, R0, R1;
MUL R2.xyz, R2, R0.w;
MAD R0.xyz, R0, R1, R2;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R2.w;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.x, -R1.w, c[6];
POW R1.w, R1.x, c[4].x;
MUL R2.xyz, R4, c[2];
MUL R1.xyz, R2, c[2].w;
MUL R2.xyz, R1.w, c[5];
MAD R1.xyz, R2, c[5].w, R1;
MOV R1.w, c[3].x;
MAD result.color.xyz, R1, c[3].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 48 instructions, 6 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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"ps_2_0
; 51 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
def c6, 1.00000000, 8.00000000, 0.57735026, 0.00000000
def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000
def c8, 0.81649655, 0.00000000, 0.57735026, 0
def c9, -0.40824828, -0.70710677, 0.57735026, 0
dcl t0
dcl t1.xyz
dcl t2
dcl t3.xy
texld r4, t0, s0
texldp r3, t2, s2
texld r2, t3, s3
mov r0.y, t0.w
mov r0.x, t0.z
log_pp r1.w, r3.w
texld r6, r0, s1
texld r0, t3, s4
mul_pp r0.xyz, r0.w, r0
mul_pp r7.xyz, r0, c6.y
mul r0.xyz, r7.y, c7
mad r0.xyz, r7.x, c8, r0
mad r5.xyz, r7.z, c9, r0
dp3 r0.x, r5, r5
rsq r1.x, r0.x
dp3_pp r0.x, t1, t1
mul r1.xyz, r1.x, r5
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t1, r0.x, r1
dp3_pp r0.x, r0, r0
rsq_pp r1.x, r0.x
mul_pp r0.z, r1.x, r0
mov_pp r0.x, c1
max_pp r1.x, r0.z, c6.w
mul_pp r0.x, c7.w, r0
pow r5.x, r1.x, r0.x
mul_pp r1.xyz, r2.w, r2
dp3_pp r0.x, r7, c6.z
mul_pp r0.xyz, r1, r0.x
mul_pp r0.xyz, r0, c6.y
log_pp r1.x, r3.x
log_pp r1.y, r3.y
log_pp r1.z, r3.z
mov r0.w, r5.x
add_pp r2, -r1, r0
dp3 r1.x, t1, t1
rsq r1.x, r1.x
mul_sat r0.z, r1.x, t1
mul_pp r0.x, r4.w, r2.w
mul_pp r3.xyz, r2, c0
mul_pp r3.xyz, r3, r0.x
mad_pp r3.xyz, r4, r2, r3
mov_pp r2.x, c3
add r1.x, -r0.z, c6
mad_pp r1.w, r0.x, c0, r2.x
pow_pp r0.w, r1.x, c4.x
mul r1.xyz, r6, c2
mul r1.xyz, r1, c2.w
mul r0.xyz, r0.w, c5
mad r0.xyz, r0, c5.w, r1
mad_pp r1.xyz, r0, c3.x, r3
mov_pp oC0, r1
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 192 // 112 used size, 13 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 46 instructions, 5 temp regs, 0 temp arrays:
// ALU 32 float, 0 int, 0 uint
// TEX 5 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 192 // 112 used size, 13 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 46 instructions, 5 temp regs, 0 temp arrays:
// ALU 32 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 { "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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 20 ALU, 3 TEX
PARAM c[6] = { program.local[0..4],
		{ 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TXP R0, fragment.texcoord[2], texture[2], 2D;
TEX R1, fragment.texcoord[0], texture[0], 2D;
TEX R2.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
MUL R0.w, R1, R0;
ADD R0.xyz, R0, fragment.texcoord[3];
MUL R3.xyz, R0, c[0];
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL R3.xyz, R3, R0.w;
MAD R0.xyz, R1, R0, R3;
MUL R1.xyz, R2, c[1];
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.w, -R1, c[5].x;
MUL R2.xyz, R1, c[1].w;
POW R1.w, R1.w, c[3].x;
MUL R1.xyz, R1.w, c[4];
MAD R2.xyz, R1, c[4].w, R2;
MOV R1.x, c[2];
MAD result.color.xyz, R2, c[2].x, R0;
MAD result.color.w, R0, c[0], R1.x;
END
# 20 instructions, 4 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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
"ps_2_0
; 23 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c5, 1.00000000, 0, 0, 0
dcl t0
dcl t1.xyz
dcl t2
dcl t3.xyz
texld r3, t0, s0
texldp r4, t2, s2
add_pp r5.xyz, r4, t3
dp3 r1.x, t1, t1
rsq r1.x, r1.x
mul_sat r0.z, r1.x, t1
add r1.x, -r0.z, c5
mov r0.y, t0.w
mov r0.x, t0.z
mul_pp r4.xyz, r5, c0
texld r2, r0, s1
mul_pp r0.x, r3.w, r4.w
mul_pp r6.xyz, r4, r0.x
pow_pp r4.w, r1.x, c3.x
mov_pp r1.x, r4.w
mul r4.xyz, r2, c1
mul r2.xyz, r1.x, c4
mul r4.xyz, r4, c1.w
mov_pp r1.x, c2
mad_pp r0.w, r0.x, c0, r1.x
mad_pp r3.xyz, r3, r5, r6
mad r2.xyz, r2, c4.w, r4
mad_pp r0.xyz, r2, c2.x, r3
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
// 23 instructions, 4 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 160 // 112 used size, 11 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
// 23 instructions, 4 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_SpecColor]
Vector 1 [_EmissiveColor]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
Vector 5 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 31 ALU, 5 TEX
PARAM c[7] = { program.local[0..5],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEX R1, fragment.texcoord[3], texture[4], 2D;
TEX R2, fragment.texcoord[3], texture[3], 2D;
TEX R3, fragment.texcoord[0], texture[0], 2D;
TXP R0, fragment.texcoord[2], texture[2], 2D;
TEX R4.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
MUL R2.xyz, R2.w, R2;
MUL R1.xyz, R1.w, R1;
MUL R1.xyz, R1, c[6].x;
DP4 R2.w, fragment.texcoord[4], fragment.texcoord[4];
RSQ R1.w, R2.w;
RCP R1.w, R1.w;
MAD R2.xyz, R2, c[6].x, -R1;
MAD_SAT R1.w, R1, c[5].z, c[5];
MAD R1.xyz, R1.w, R2, R1;
ADD R0.xyz, R0, R1;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL R2.xyz, R4, c[1];
MUL R1.xyz, R0, c[0];
MUL R0.w, R3, R0;
MUL R1.xyz, R1, R0.w;
MAD R0.xyz, R3, R0, R1;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.x, -R1.w, c[6].y;
POW R1.x, R1.x, c[3].x;
MUL R1.xyz, R1.x, c[4];
MUL R2.xyz, R2, c[1].w;
MAD R2.xyz, R1, c[4].w, R2;
MOV R1.x, c[2];
MAD result.color.xyz, R2, c[2].x, R0;
MAD result.color.w, R0, c[0], R1.x;
END
# 31 instructions, 5 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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"ps_2_0
; 32 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
def c6, 1.00000000, 8.00000000, 0, 0
dcl t0
dcl t1.xyz
dcl t2
dcl t3.xy
dcl t4
texld r2, t0, s0
texldp r1, t2, s2
texld r4, t3, s4
mul_pp r4.xyz, r4.w, r4
mul_pp r4.xyz, r4, c6.y
mov r0.y, t0.w
mov r0.x, t0.z
texld r3, r0, s1
texld r0, t3, s3
mul_pp r5.xyz, r0.w, r0
dp4 r0.x, t4, t4
rsq r0.x, r0.x
rcp r0.x, r0.x
mad_pp r5.xyz, r5, c6.y, -r4
mad_sat r0.x, r0, c5.z, c5.w
mad_pp r0.xyz, r0.x, r5, r4
add_pp r4.xyz, r1, r0
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
mul_pp r5.xyz, r4, c0
mul_pp r0.x, r2.w, r1.w
mul_pp r6.xyz, r5, r0.x
add r1.x, -r0.z, c6
pow_pp r5.x, r1.x, c3.x
mad_pp r2.xyz, r2, r4, r6
mul r4.xyz, r3, c1
mov_pp r1.x, r5.x
mul r3.xyz, r1.x, c4
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 "$Globals" 192 // 176 used size, 13 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
Vector 160 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 33 instructions, 4 temp regs, 0 temp arrays:
// ALU 20 float, 0 int, 0 uint
// TEX 5 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 192 // 176 used size, 13 vars
Vector 32 [_SpecColor] 4
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
Vector 160 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 33 instructions, 4 temp regs, 0 temp arrays:
// ALU 20 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
eefiecedoeilmmnlpghmkmngbakhgoibabmoaodoabaaaaaaeiajaaaaaeaaaaaa
daaaaaaagiadaaaafmaiaaaabeajaaaaebgpgodjdaadaaaadaadaaaaaaacpppp
neacaaaafmaaaaaaadaadiaaaaaafmaaaaaafmaaafaaceaaaaaafmaaaaaaaaaa
abababaaacacacaaadadadaaaeaeaeaaaaaaacaaabaaaaaaaaaaaaaaaaaaaeaa
adaaabaaaaaaaaaaaaaaakaaabaaaeaaaaaaaaaaaaacppppfbaaaaafafaaapka
aaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac
aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaadla
bpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja
abaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkabpaaaaac
aaaaaajaaeaiapkaaiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaabia
aaaappiaafaaaaadaaaabbiaaaaaaaiaabaakklaacaaaaadaaaacbiaaaaaaaib
afaaaakacaaaaaadabaaaiiaaaaaaaiaacaaffkaafaaaaadaaaaahiaabaappia
adaaoekaabaaaaacabaaabiaaaaakklaabaaaaacabaaaciaaaaapplaagaaaaac
aaaaaiiaacaapplaafaaaaadacaaadiaaaaappiaacaaoelaecaaaaadabaaapia
abaaoeiaabaioekaecaaaaadadaacpiaadaaoelaaeaioekaecaaaaadaeaacpia
adaaoelaadaioekaecaaaaadacaacpiaacaaoeiaacaioekaecaaaaadafaacpia
aaaaoelaaaaioekaafaaaaadabaaahiaabaaoeiaabaaoekaafaaaaadabaaahia
abaaoeiaabaappkaaeaaaaaeaaaachiaaaaaoeiaadaappkaabaaoeiaajaaaaad
aaaaaiiaaeaaoelaaeaaoelaahaaaaacaaaaaiiaaaaappiaagaaaaacaaaaaiia
aaaappiaaeaaaaaeaaaadiiaaaaappiaaeaakkkaaeaappkaafaaaaadadaaciia
adaappiaafaaffkaafaaaaadabaachiaadaaoeiaadaappiaafaaaaadabaaciia
aeaappiaafaaffkaaeaaaaaeadaachiaabaappiaaeaaoeiaabaaoeibaeaaaaae
abaachiaaaaappiaadaaoeiaabaaoeiaacaaaaadabaachiaabaaoeiaacaaoeia
afaaaaadacaachiaabaaoeiaaaaaoekaafaaaaadaaaaciiaacaappiaafaappia
afaaaaadacaachiaaaaappiaacaaoeiaabaaaaacabaaaiiaacaaaakaaeaaaaae
adaaciiaaaaappiaaaaappkaabaappiaaeaaaaaeabaachiaafaaoeiaabaaoeia
acaaoeiaaeaaaaaeadaachiaaaaaoeiaacaaaakaabaaoeiaabaaaaacaaaicpia
adaaoeiappppaaaafdeieefcomaeaaaaeaaaaaaadlabaaaafjaaaaaeegiocaaa
aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaa
aeaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa
ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaa
ffffaaaafibiaaaeaahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaaddcbabaaa
aeaaaaaagcbaaaadpcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac
aeaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa
eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaa
akaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia
ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa
aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaa
afaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa
aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaa
abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaak
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaa
abaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaaafaaaaaaegbobaaaafaaaaaa
elaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadccaaaalicaabaaaaaaaaaaa
dkaabaaaaaaaaaaackiacaaaaaaaaaaaakaaaaaadkiacaaaaaaaaaaaakaaaaaa
efaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaaeghobaaaaeaaaaaaaagabaaa
aeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaeb
diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaaefaaaaaj
pcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa
diaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdcaaaaak
hcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaaegacbaiaebaaaaaa
abaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaa
egacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaa
adaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaacaaaaaa
aagabaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaa
acaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa
acaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaadkaabaaa
adaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaa
akiacaaaaaaaaaaaafaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaa
egacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa
aaaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheo
laaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaa
abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaa
adaaaaaaadaaaaaaapalaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa
adadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapapaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklkl"
}

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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 44 ALU, 5 TEX
PARAM c[10] = { program.local[0..5],
		{ 1, 0.57735026, 8, 0 },
		{ -0.40824828, -0.70710677, 0.57735026, 128 },
		{ 0.81649655, 0, 0.57735026 },
		{ -0.40824831, 0.70710677, 0.57735026 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP R5;
TEX R2, fragment.texcoord[3], texture[3], 2D;
TEX R3, fragment.texcoord[3], texture[4], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TXP R1, fragment.texcoord[2], texture[2], 2D;
TEX R4.xyz, fragment.texcoord[0].zwzw, texture[1], 2D;
MUL R3.xyz, R3.w, R3;
MUL R3.xyz, R3, c[6].z;
MUL R2.xyz, R2.w, R2;
MUL R5.xyz, R3.y, c[9];
MAD R5.xyz, R3.x, c[8], R5;
MAD R5.xyz, R3.z, c[7], R5;
DP3 R3.w, R5, R5;
RSQ R4.w, R3.w;
DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1];
MOV R2.w, c[7];
DP3 R3.x, R3, c[6].y;
MUL R2.xyz, R2, R3.x;
RSQ R3.w, R3.w;
MUL R5.xyz, R4.w, R5;
MAD R5.xyz, fragment.texcoord[1], R3.w, R5;
DP3 R3.w, R5, R5;
RSQ R3.w, R3.w;
MUL R3.w, R3, R5.z;
MUL R2.xyz, R2, c[6].z;
MAX R3.w, R3, c[6];
MUL R2.w, R2, c[1].x;
POW R2.w, R3.w, R2.w;
ADD R1, R1, R2;
MUL R2.xyz, R1, c[0];
MUL R0.w, R0, R1;
MUL R2.xyz, R2, R0.w;
MAD R0.xyz, R0, R1, R2;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R2.w;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
ADD R1.x, -R1.w, c[6];
POW R1.w, R1.x, c[4].x;
MUL R2.xyz, R4, c[2];
MUL R1.xyz, R2, c[2].w;
MUL R2.xyz, R1.w, c[5];
MAD R1.xyz, R2, c[5].w, R1;
MOV R1.w, c[3].x;
MAD result.color.xyz, R1, c[3].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 44 instructions, 6 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 [_Emissive] 2D
SetTexture 2 [_LightBuffer] 2D
SetTexture 3 [unity_Lightmap] 2D
SetTexture 4 [unity_LightmapInd] 2D
"ps_2_0
; 47 ALU, 5 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
def c6, 1.00000000, 8.00000000, 0.57735026, 0.00000000
def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000
def c8, 0.81649655, 0.00000000, 0.57735026, 0
def c9, -0.40824828, -0.70710677, 0.57735026, 0
dcl t0
dcl t1.xyz
dcl t2
dcl t3.xy
texld r4, t0, s0
texldp r3, t2, s2
texld r2, t3, s3
mov r0.y, t0.w
mov r0.x, t0.z
texld r6, r0, s1
texld r0, t3, s4
mul_pp r0.xyz, r0.w, r0
mul_pp r7.xyz, r0, c6.y
mul r0.xyz, r7.y, c7
mad r0.xyz, r7.x, c8, r0
mad r5.xyz, r7.z, c9, r0
dp3 r0.x, r5, r5
rsq r1.x, r0.x
dp3_pp r0.x, t1, t1
mul r1.xyz, r1.x, r5
rsq_pp r0.x, r0.x
mad_pp r0.xyz, t1, r0.x, r1
dp3_pp r0.x, r0, r0
rsq_pp r1.x, r0.x
mul_pp r0.z, r1.x, r0
mov_pp r0.x, c1
max_pp r1.x, r0.z, c6.w
mul_pp r0.x, c7.w, r0
pow r5.x, r1.x, r0.x
mul_pp r1.xyz, r2.w, r2
dp3_pp r0.x, r7, c6.z
mul_pp r0.xyz, r1, r0.x
dp3 r1.x, t1, t1
mul_pp r0.xyz, r0, c6.y
mov r0.w, r5.x
add_pp r2, r3, r0
rsq r1.x, r1.x
mul_sat r0.z, r1.x, t1
mul_pp r0.x, r4.w, r2.w
mul_pp r3.xyz, r2, c0
mul_pp r3.xyz, r3, r0.x
mad_pp r3.xyz, r4, r2, r3
mov_pp r2.x, c3
add r1.x, -r0.z, c6
mad_pp r1.w, r0.x, c0, r2.x
pow_pp r0.w, r1.x, c4.x
mul r1.xyz, r6, c2
mul r1.xyz, r1, c2.w
mul r0.xyz, r0.w, c5
mad r0.xyz, r0, c5.w, r1
mad_pp r1.xyz, r0, c3.x, r3
mov_pp oC0, r1
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 192 // 112 used size, 13 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 45 instructions, 5 temp regs, 0 temp arrays:
// ALU 31 float, 0 int, 0 uint
// TEX 5 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_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 "$Globals" 192 // 112 used size, 13 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Vector 64 [_EmissiveColor] 4
Float 80 [_Opacity]
Float 84 [_RimFalloff]
Vector 96 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_Emissive] 2D 1
SetTexture 2 [_LightBuffer] 2D 2
SetTexture 3 [unity_Lightmap] 2D 3
SetTexture 4 [unity_LightmapInd] 2D 4
// 45 instructions, 5 temp regs, 0 temp arrays:
// ALU 31 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
eefieceddlpgmmdbiibhpneibdodjbpfjagnpdggabaaaaaaemalaaaaaeaaaaaa
daaaaaaadiaeaaaahiakaaaabialaaaaebgpgodjaaaeaaaaaaaeaaaaaaacpppp
lmadaaaaeeaaaaaaabaadiaaaaaaeeaaaaaaeeaaafaaceaaaaaaeeaaaaaaaaaa
abababaaacacacaaadadadaaaeaeaeaaaaaaacaaafaaaaaaaaaaaaaaaaacpppp
fbaaaaafafaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaafbaaaaafagaaapka
olaffbdpaaaaaaaadkmnbddpaaaaaaaafbaaaaafahaaapkaomafnblopdaedfdp
dkmnbddpaaaaaaedfbaaaaafaiaaapkaolafnblopdaedflpdkmnbddpaaaaaaaa
bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaia
acaaaplabpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaajaaaaiapkabpaaaaac
aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka
bpaaaaacaaaaaajaaeaiapkaecaaaaadaaaacpiaadaaoelaaeaioekaecaaaaad
abaacpiaadaaoelaadaioekaecaaaaadacaacpiaaaaaoelaaaaioekaafaaaaad
aaaaciiaaaaappiaafaaffkaafaaaaadaaaachiaaaaaoeiaaaaappiaafaaaaad
adaaahiaaaaaffiaahaaoekaaeaaaaaeadaaahiaaaaaaaiaagaaoekaadaaoeia
aeaaaaaeadaaahiaaaaakkiaaiaaoekaadaaoeiaaiaaaaadadaaciiaafaakkka
aaaaoeiaaiaaaaadaaaaabiaadaaoeiaadaaoeiaahaaaaacaaaaabiaaaaaaaia
aiaaaaadaaaaaciaabaaoelaabaaoelaahaaaaacaaaaaciaaaaaffiaafaaaaad
aeaachiaaaaaffiaabaaoelaafaaaaadaeaabiiaaaaaffiaabaakklaacaaaaad
aeaaciiaaeaappibafaaaakacaaaaaadaaaaaciaaeaappiaadaaffkaafaaaaad
aaaaaoiaaaaaffiaaeaablkaaeaaaaaeadaachiaadaaoeiaaaaaaaiaaeaaoeia
aiaaaaadaaaacbiaadaaoeiaadaaoeiaahaaaaacaaaacbiaaaaaaaiaafaaaaad
aaaacbiaaaaaaaiaadaakkiaalaaaaadadaaabiaaaaaaaiaafaappkaabaaaaac
aeaaaiiaahaappkaafaaaaadaaaaabiaaeaappiaabaaaakacaaaaaadaeaaciia
adaaaaiaaaaaaaiaagaaaaacaaaaabiaacaapplaafaaaaadadaaadiaaaaaaaia
acaaoelaabaaaaacafaaabiaaaaakklaabaaaaacafaaaciaaaaapplaecaaaaad
agaacpiaadaaoeiaacaioekaecaaaaadafaaapiaafaaoeiaabaioekaafaaaaad
abaaciiaabaappiaafaaffkaafaaaaadabaachiaabaaoeiaabaappiaafaaaaad
aeaachiaadaappiaabaaoeiaacaaaaadabaacpiaaeaaoeiaagaaoeiaafaaaaad
adaachiaabaaoeiaaaaaoekaafaaaaadabaaciiaacaappiaabaappiaafaaaaad
adaachiaabaappiaadaaoeiaabaaaaacacaaaiiaadaaaakaaeaaaaaeaeaaciia
abaappiaaaaappkaacaappiaaeaaaaaeabaachiaacaaoeiaabaaoeiaadaaoeia
afaaaaadacaaahiaafaaoeiaacaaoekaafaaaaadacaaahiaacaaoeiaacaappka
aeaaaaaeaaaachiaaaaabliaaeaappkaacaaoeiaaeaaaaaeaeaachiaaaaaoeia
adaaaakaabaaoeiaabaaaaacaaaicpiaaeaaoeiappppaaaafdeieefcdiagaaaa
eaaaaaaaioabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad
aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa
ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaa
ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad
lcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa
giaaaaacafaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaaeaaaaaaeghobaaa
aeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa
abeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaa
aaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaaaaaaaaaaaceaaaaaomafnblo
pdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaaabaaaaaaagaabaaaaaaaaaaa
aceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaaabaaaaaadcaaaaam
hcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaaolafnblopdaedflpdkmnbddp
aaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaaaaaaaaaaaceaaaaadkmnbddp
dkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaa
egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaa
aaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa
eeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaa
kgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaa
abaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaadgcaaaafbcaabaaaacaaaaaa
akaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaacaaaaaa
abeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai
bcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaaf
bcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaa
abaaaaaaegiccaaaaaaaaaaaagaaaaaabaaaaaahccaabaaaaaaaaaaajgahbaaa
aaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaa
diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaah
ccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafccaabaaa
aaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaa
adaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa
ckaabaaaaaaaaaaabjaaaaafbcaabaaaacaaaaaabkaabaaaaaaaaaaaaoaaaaah
gcaabaaaaaaaaaaaagbbbaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaa
adaaaaaajgafbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaefaaaaaj
pcaabaaaaeaaaaaaegbabaaaaeaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa
diaaaaahccaabaaaaaaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaah
ocaabaaaaaaaaaaaagajbaaaaeaaaaaafgafbaaaaaaaaaaadiaaaaahocaabaaa
acaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaaaaaaaaahpcaabaaaaaaaaaaa
egaobaaaacaaaaaadgajbaaaadaaaaaadiaaaaaihcaabaaaacaaaaaajgahbaaa
aaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaa
abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaa
egaobaaaaaaaaaaadgajbaaaadaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaa
acaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaa
akaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaa
efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa
abaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaa
aeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaa
aeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa
agaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaa
agiacaaaaaaaaaaaafaaaaaajgahbaaaaaaaaaaadoaaaaabejfdeheojiaaaaaa
afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa
adaaaaaaapalaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa
abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa
fdfgfpfegbhcghgfheaaklkl"
}

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

}
	}

#LINE 67

	}
	Fallback "Self-Illumin/Specular"
}