Shader "KSP/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
		
		_Opacity("_Opacity", Range(0,1) ) = 1
		_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
		_RimColor("_RimColor", Color) = (0,0,0,0)
	}
	
	SubShader 
	{
		Tags { "RenderType"="Opaque" }
		ZWrite On
		ZTest LEqual
		Blend SrcAlpha OneMinusSrcAlpha 

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 96 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  highp vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_15;
  viewDir_15 = tmpvar_14;
  lowp vec4 c_16;
  highp float nh_17;
  lowp float tmpvar_18;
  tmpvar_18 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_19;
  tmpvar_19 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_15)).z);
  nh_17 = tmpvar_19;
  mediump float arg1_20;
  arg1_20 = (_Shininess * 128.0);
  highp float tmpvar_21;
  tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_4);
  highp vec3 tmpvar_22;
  tmpvar_22 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0);
  c_16.xyz = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21));
  c_16.w = tmpvar_23;
  c_1.w = c_16.w;
  c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  highp vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_15;
  viewDir_15 = tmpvar_14;
  lowp vec4 c_16;
  highp float nh_17;
  lowp float tmpvar_18;
  tmpvar_18 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_19;
  tmpvar_19 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_15)).z);
  nh_17 = tmpvar_19;
  mediump float arg1_20;
  arg1_20 = (_Shininess * 128.0);
  highp float tmpvar_21;
  tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_4);
  highp vec3 tmpvar_22;
  tmpvar_22 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0);
  c_16.xyz = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21));
  c_16.w = tmpvar_23;
  c_1.w = c_16.w;
  c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 96 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 420
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 424
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    #line 432
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 436
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 440
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 444
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    #line 448
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 9 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

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



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

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



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 9 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 432
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    #line 419
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 423
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 427
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 432
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 433
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 436
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 440
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 444
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 448
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * lm);
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 452
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 9 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedbjoognhlpbidomdeiajgpcmomocneildabaaaaaakeaeaaaaadaaaaaa
cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa
adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc
caadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaae
egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa
aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa
gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa
egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa
abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaa
afaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa
dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia
ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa
abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa
acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa
agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa
aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa
dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa
egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa
abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa
doaaaaab"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  c_1.w = 0.0;
  highp vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_15;
  mediump vec3 viewDir_16;
  viewDir_16 = tmpvar_14;
  mediump vec3 specColor_17;
  highp float nh_18;
  mat3 tmpvar_19;
  tmpvar_19[0].x = 0.816497;
  tmpvar_19[0].y = -0.408248;
  tmpvar_19[0].z = -0.408248;
  tmpvar_19[1].x = 0.0;
  tmpvar_19[1].y = 0.707107;
  tmpvar_19[1].z = -0.707107;
  tmpvar_19[2].x = 0.57735;
  tmpvar_19[2].y = 0.57735;
  tmpvar_19[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_20;
  mediump vec3 lm_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_21 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_20 = tmpvar_23;
  lm_21 = (lm_21 * dot (clamp ((tmpvar_19 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_20));
  vec3 v_24;
  v_24.x = tmpvar_19[0].x;
  v_24.y = tmpvar_19[1].x;
  v_24.z = tmpvar_19[2].x;
  vec3 v_25;
  v_25.x = tmpvar_19[0].y;
  v_25.y = tmpvar_19[1].y;
  v_25.z = tmpvar_19[2].y;
  vec3 v_26;
  v_26.x = tmpvar_19[0].z;
  v_26.y = tmpvar_19[1].z;
  v_26.z = tmpvar_19[2].z;
  mediump float tmpvar_27;
  tmpvar_27 = max (0.0, normalize((normalize((((scalePerBasisVector_20.x * v_24) + (scalePerBasisVector_20.y * v_25)) + (scalePerBasisVector_20.z * v_26))) + viewDir_16)).z);
  nh_18 = tmpvar_27;
  highp float tmpvar_28;
  mediump float arg1_29;
  arg1_29 = (_Shininess * 128.0);
  tmpvar_28 = pow (nh_18, arg1_29);
  highp vec3 tmpvar_30;
  tmpvar_30 = (((lm_21 * _SpecColor.xyz) * tmpvar_4) * tmpvar_28);
  specColor_17 = tmpvar_30;
  highp vec4 tmpvar_31;
  tmpvar_31.xyz = lm_21;
  tmpvar_31.w = tmpvar_28;
  tmpvar_15 = tmpvar_31;
  c_1.xyz = specColor_17;
  mediump vec3 tmpvar_32;
  tmpvar_32 = (c_1.xyz + (tmpvar_2 * tmpvar_15.xyz));
  c_1.xyz = tmpvar_32;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_3 = tmpvar_1.xyz;
  tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_5;
  tmpvar_5[0].x = tmpvar_3.x;
  tmpvar_5[0].y = tmpvar_4.x;
  tmpvar_5[0].z = tmpvar_2.x;
  tmpvar_5[1].x = tmpvar_3.y;
  tmpvar_5[1].y = tmpvar_4.y;
  tmpvar_5[1].z = tmpvar_2.y;
  tmpvar_5[2].x = tmpvar_3.z;
  tmpvar_5[2].y = tmpvar_4.z;
  tmpvar_5[2].z = tmpvar_2.z;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  c_1.w = 0.0;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec4 tmpvar_15;
  tmpvar_15 = texture2D (unity_LightmapInd, xlv_TEXCOORD2);
  highp vec3 tmpvar_16;
  tmpvar_16 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_17;
  mediump vec3 viewDir_18;
  viewDir_18 = tmpvar_16;
  mediump vec3 specColor_19;
  highp float nh_20;
  mat3 tmpvar_21;
  tmpvar_21[0].x = 0.816497;
  tmpvar_21[0].y = -0.408248;
  tmpvar_21[0].z = -0.408248;
  tmpvar_21[1].x = 0.0;
  tmpvar_21[1].y = 0.707107;
  tmpvar_21[1].z = -0.707107;
  tmpvar_21[2].x = 0.57735;
  tmpvar_21[2].y = 0.57735;
  tmpvar_21[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_22;
  mediump vec3 lm_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz);
  lm_23 = tmpvar_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz);
  scalePerBasisVector_22 = tmpvar_25;
  lm_23 = (lm_23 * dot (clamp ((tmpvar_21 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_22));
  vec3 v_26;
  v_26.x = tmpvar_21[0].x;
  v_26.y = tmpvar_21[1].x;
  v_26.z = tmpvar_21[2].x;
  vec3 v_27;
  v_27.x = tmpvar_21[0].y;
  v_27.y = tmpvar_21[1].y;
  v_27.z = tmpvar_21[2].y;
  vec3 v_28;
  v_28.x = tmpvar_21[0].z;
  v_28.y = tmpvar_21[1].z;
  v_28.z = tmpvar_21[2].z;
  mediump float tmpvar_29;
  tmpvar_29 = max (0.0, normalize((normalize((((scalePerBasisVector_22.x * v_26) + (scalePerBasisVector_22.y * v_27)) + (scalePerBasisVector_22.z * v_28))) + viewDir_18)).z);
  nh_20 = tmpvar_29;
  highp float tmpvar_30;
  mediump float arg1_31;
  arg1_31 = (_Shininess * 128.0);
  tmpvar_30 = pow (nh_20, arg1_31);
  highp vec3 tmpvar_32;
  tmpvar_32 = (((lm_23 * _SpecColor.xyz) * tmpvar_4) * tmpvar_30);
  specColor_19 = tmpvar_32;
  highp vec4 tmpvar_33;
  tmpvar_33.xyz = lm_23;
  tmpvar_33.w = tmpvar_30;
  tmpvar_17 = tmpvar_33;
  c_1.xyz = specColor_19;
  mediump vec3 tmpvar_34;
  tmpvar_34 = (c_1.xyz + (tmpvar_2 * tmpvar_17.xyz));
  c_1.xyz = tmpvar_34;
  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]
"agal_vs
c16 1.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12
aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10
bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8
bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9
adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w
acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0
bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz
bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5
adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15
abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14
abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 9 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 18 instructions, 2 temp regs, 0 temp arrays:
// ALU 8 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 432
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    #line 419
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 423
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 427
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 432
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 436
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 440
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 444
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    #line 448
    mediump vec3 specColor;
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz;
    #line 452
    c.xyz += specColor;
    c.xyz += (o.Albedo * lm);
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 456
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 9 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 45 instructions, 5 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  lowp float tmpvar_14;
  mediump float lightShadowDataX_15;
  highp float dist_16;
  lowp float tmpvar_17;
  tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_16 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = _LightShadowData.x;
  lightShadowDataX_15 = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = max (float((dist_16 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_15);
  tmpvar_14 = tmpvar_19;
  highp vec3 tmpvar_20;
  tmpvar_20 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_21;
  viewDir_21 = tmpvar_20;
  lowp vec4 c_22;
  highp float nh_23;
  lowp float tmpvar_24;
  tmpvar_24 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_25;
  tmpvar_25 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_21)).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_4);
  highp vec3 tmpvar_28;
  tmpvar_28 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (tmpvar_14 * 2.0));
  c_22.xyz = tmpvar_28;
  highp float tmpvar_29;
  tmpvar_29 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * tmpvar_14));
  c_22.w = tmpvar_29;
  c_1.w = c_22.w;
  c_1.xyz = (c_22.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4);
  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)) * (tmpvar_14.x * 2.0));
  c_17.xyz = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_22) * tmpvar_14.x));
  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_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [unity_NPOTScale]
Vector 24 [_MainTex_ST]
"agal_vs
c25 1.0 0.5 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w
bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5
bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4
bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6
aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w
adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx
aaaaaaaaaaaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c25.x
bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17
bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16
bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15
adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w
bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20
bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19
bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18
abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz
adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x
acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y
adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21
abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0
aaaaaaaaabaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c25.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaabjaaaaffabaaaaaa mul r1.xyz, r0.xyww, c25.y
adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz
bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz
adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24
abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 9 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 45 instructions, 5 temp regs, 0 temp arrays:
// ALU 26 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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daaaaaaadmaeaaaaoeakaaaakmalaaaaebgpgodjaeaeaaaaaeaeaaaaaaacpopp
iiadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaajaa
abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa
acaabcaaahaaafaaaaaaaaaaadaaaaaaaeaaamaaaaaaaaaaadaaamaaadaabaaa
aaaaaaaaadaabaaaafaabdaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafbiaaapka
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afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja
aeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapiaaeaaoeka
afaaaaadabaaahiaaaaaffiabeaaoekaaeaaaaaeabaaahiabdaaoekaaaaaaaia
abaaoeiaaeaaaaaeaaaaahiabfaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahia
bgaaoekaaaaappiaaaaaoeiaaiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaac
abaaahiaacaaoejaafaaaaadacaaahiaabaanciaabaamjjaaeaaaaaeabaaahia
abaamjiaabaancjaacaaoeibafaaaaadabaaahiaabaaoeiaabaappjaaiaaaaad
acaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoejaaaaaoeiaabaaaaac
aaaaahiaacaaoekaafaaaaadacaaahiaaaaaffiabeaaoekaaeaaaaaeaaaaalia
bdaakekaaaaaaaiaacaakeiaaeaaaaaeaaaaahiabfaaoekaaaaakkiaaaaapeia
acaaaaadaaaaahiaaaaaoeiabgaaoekaaeaaaaaeaaaaahiaaaaaoeiabhaappka
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bhaappkaafaaaaadabaaahiaaaaaffiabbaaoekaaeaaaaaeaaaaaliabaaakeka
aaaaaaiaabaakeiaaeaaaaaeaaaaahiabcaaoekaaaaakkiaaaaapeiaabaaaaac
aaaaaiiabiaaaakaajaaaaadabaaabiaafaaoekaaaaaoeiaajaaaaadabaaacia
agaaoekaaaaaoeiaajaaaaadabaaaeiaahaaoekaaaaaoeiaafaaaaadacaaapia
aaaacjiaaaaakeiaajaaaaadadaaabiaaiaaoekaacaaoeiaajaaaaadadaaacia
ajaaoekaacaaoeiaajaaaaadadaaaeiaakaaoekaacaaoeiaacaaaaadabaaahia
abaaoeiaadaaoeiaafaaaaadaaaaaciaaaaaffiaaaaaffiaaeaaaaaeaaaaabia
aaaaaaiaaaaaaaiaaaaaffibaeaaaaaeadaaahoaalaaoekaaaaaaaiaabaaoeia
afaaaaadaaaaapiaaaaaffjaanaaoekaaeaaaaaeaaaaapiaamaaoekaaaaaaaja
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apaaoekaaaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffiaadaaaakaafaaaaad
abaaaiiaabaaaaiabiaaffkaafaaaaadabaaafiaaaaapeiabiaaffkaacaaaaad
aeaaadoaabaakkiaabaaomiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeia
abaaaaacaaaaammaaaaaoeiaabaaaaacaeaaamoaaaaaoeiappppaaaafdeieefc
kaagaaaaeaaaabaakiabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae
egiocaaaabaaaaaaagaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaae
egiocaaaadaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa
abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaae
pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaa
acaaaaaagfaaaaadhccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagfaaaaad
pccabaaaafaaaaaagiaaaaacafaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa
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adaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa
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dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaa
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dccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaa
aaaaaaaaajaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaa
acaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa
egacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa
pgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaa
egiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaa
baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaa
acaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa
acaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaadaaaaaa
bdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaadaaaaaa
beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa
abaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa
egacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa
acaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaa
adaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabaaaaaaa
agiacaaaacaaaaaaaaaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaa
egiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaa
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egacbaaaacaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaa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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 429
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 433
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 437
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 442
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
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 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 444
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 446
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 450
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 454
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 458
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 10 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

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



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

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



#endif"
}

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

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 432
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 443
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 445
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 449
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 453
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 457
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    #line 461
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 10 vars
Vector 144 [unity_LightmapST] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  lowp float tmpvar_14;
  mediump float lightShadowDataX_15;
  highp float dist_16;
  lowp float tmpvar_17;
  tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x;
  dist_16 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = _LightShadowData.x;
  lightShadowDataX_15 = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = max (float((dist_16 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_15);
  tmpvar_14 = tmpvar_19;
  c_1.w = 0.0;
  highp vec3 tmpvar_20;
  tmpvar_20 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_21;
  mediump vec3 viewDir_22;
  viewDir_22 = tmpvar_20;
  mediump vec3 specColor_23;
  highp float nh_24;
  mat3 tmpvar_25;
  tmpvar_25[0].x = 0.816497;
  tmpvar_25[0].y = -0.408248;
  tmpvar_25[0].z = -0.408248;
  tmpvar_25[1].x = 0.0;
  tmpvar_25[1].y = 0.707107;
  tmpvar_25[1].z = -0.707107;
  tmpvar_25[2].x = 0.57735;
  tmpvar_25[2].y = 0.57735;
  tmpvar_25[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_26;
  mediump vec3 lm_27;
  lowp vec3 tmpvar_28;
  tmpvar_28 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_27 = tmpvar_28;
  lowp vec3 tmpvar_29;
  tmpvar_29 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz);
  scalePerBasisVector_26 = tmpvar_29;
  lm_27 = (lm_27 * dot (clamp ((tmpvar_25 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_26));
  vec3 v_30;
  v_30.x = tmpvar_25[0].x;
  v_30.y = tmpvar_25[1].x;
  v_30.z = tmpvar_25[2].x;
  vec3 v_31;
  v_31.x = tmpvar_25[0].y;
  v_31.y = tmpvar_25[1].y;
  v_31.z = tmpvar_25[2].y;
  vec3 v_32;
  v_32.x = tmpvar_25[0].z;
  v_32.y = tmpvar_25[1].z;
  v_32.z = tmpvar_25[2].z;
  mediump float tmpvar_33;
  tmpvar_33 = max (0.0, normalize((normalize((((scalePerBasisVector_26.x * v_30) + (scalePerBasisVector_26.y * v_31)) + (scalePerBasisVector_26.z * v_32))) + viewDir_22)).z);
  nh_24 = tmpvar_33;
  highp float tmpvar_34;
  mediump float arg1_35;
  arg1_35 = (_Shininess * 128.0);
  tmpvar_34 = pow (nh_24, arg1_35);
  highp vec3 tmpvar_36;
  tmpvar_36 = (((lm_27 * _SpecColor.xyz) * tmpvar_4) * tmpvar_34);
  specColor_23 = tmpvar_36;
  highp vec4 tmpvar_37;
  tmpvar_37.xyz = lm_27;
  tmpvar_37.w = tmpvar_34;
  tmpvar_21 = tmpvar_37;
  c_1.xyz = specColor_23;
  lowp vec3 tmpvar_38;
  tmpvar_38 = vec3((tmpvar_14 * 2.0));
  mediump vec3 tmpvar_39;
  tmpvar_39 = (c_1.xyz + (tmpvar_2 * min (tmpvar_21.xyz, tmpvar_38)));
  c_1.xyz = tmpvar_39;
  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 vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
uniform highp vec3 _WorldSpaceCameraPos;
attribute vec4 _glesTANGENT;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  vec3 tmpvar_2;
  tmpvar_2 = normalize(_glesNormal);
  highp vec4 tmpvar_3;
  tmpvar_3 = (glstate_matrix_mvp * _glesVertex);
  highp vec3 tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_4 = tmpvar_1.xyz;
  tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w);
  highp mat3 tmpvar_6;
  tmpvar_6[0].x = tmpvar_4.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = tmpvar_2.x;
  tmpvar_6[1].x = tmpvar_4.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = tmpvar_2.y;
  tmpvar_6[2].x = tmpvar_4.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = tmpvar_2.z;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = _WorldSpaceCameraPos;
  highp vec4 o_8;
  highp vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_3 * 0.5);
  highp vec2 tmpvar_10;
  tmpvar_10.x = tmpvar_9.x;
  tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x);
  o_8.xy = (tmpvar_10 + tmpvar_9.w);
  o_8.zw = tmpvar_3.zw;
  gl_Position = tmpvar_3;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = o_8;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3);
  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;
  lowp vec3 arg1_35;
  arg1_35 = ((tmpvar_14.x * 2.0) * tmpvar_15.xyz);
  mediump vec3 tmpvar_36;
  tmpvar_36 = (c_1.xyz + (tmpvar_2 * max (min (tmpvar_18.xyz, arg1_35), (tmpvar_18.xyz * tmpvar_14.x))));
  c_1.xyz = tmpvar_36;
  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]
"agal_vs
c18 1.0 0.5 0.0 0.0
[bc]
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w
acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0
bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y
bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5
adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x
aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x
abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z
adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw
adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17
abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw
adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16
abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 444
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 432
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
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 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 444
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 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 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 444
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 448
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 452
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 456
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    mediump vec3 specColor;
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 460
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz;
    c.xyz += specColor;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    #line 464
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

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

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  highp vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_15;
  viewDir_15 = tmpvar_14;
  lowp vec4 c_16;
  highp float nh_17;
  lowp float tmpvar_18;
  tmpvar_18 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_19;
  tmpvar_19 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_15)).z);
  nh_17 = tmpvar_19;
  mediump float arg1_20;
  arg1_20 = (_Shininess * 128.0);
  highp float tmpvar_21;
  tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_4);
  highp vec3 tmpvar_22;
  tmpvar_22 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0);
  c_16.xyz = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21));
  c_16.w = tmpvar_23;
  c_1.w = c_16.w;
  c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  highp vec3 tmpvar_14;
  tmpvar_14 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_15;
  viewDir_15 = tmpvar_14;
  lowp vec4 c_16;
  highp float nh_17;
  lowp float tmpvar_18;
  tmpvar_18 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_19;
  tmpvar_19 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_15)).z);
  nh_17 = tmpvar_19;
  mediump float arg1_20;
  arg1_20 = (_Shininess * 128.0);
  highp float tmpvar_21;
  tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_4);
  highp vec3 tmpvar_22;
  tmpvar_22 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0);
  c_16.xyz = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21));
  c_16.w = tmpvar_23;
  c_1.w = c_16.w;
  c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
#line 436
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 420
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 424
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 432
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
#line 436
#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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 436
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 440
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 444
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 448
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 452
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

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

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  lowp float tmpvar_14;
  mediump float lightShadowDataX_15;
  highp float dist_16;
  lowp float tmpvar_17;
  tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_16 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = _LightShadowData.x;
  lightShadowDataX_15 = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = max (float((dist_16 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_15);
  tmpvar_14 = tmpvar_19;
  highp vec3 tmpvar_20;
  tmpvar_20 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_21;
  viewDir_21 = tmpvar_20;
  lowp vec4 c_22;
  highp float nh_23;
  lowp float tmpvar_24;
  tmpvar_24 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_25;
  tmpvar_25 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_21)).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_4);
  highp vec3 tmpvar_28;
  tmpvar_28 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (tmpvar_14 * 2.0));
  c_22.xyz = tmpvar_28;
  highp float tmpvar_29;
  tmpvar_29 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * tmpvar_14));
  c_22.w = tmpvar_29;
  c_1.w = c_22.w;
  c_1.xyz = (c_22.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_3);
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4);
  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)) * (tmpvar_14.x * 2.0));
  c_17.xyz = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_22) * tmpvar_14.x));
  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_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceCameraPos]
Vector 13 [_ProjectionParams]
Vector 14 [_WorldSpaceLightPos0]
Vector 15 [unity_4LightPosX0]
Vector 16 [unity_4LightPosY0]
Vector 17 [unity_4LightPosZ0]
Vector 18 [unity_4LightAtten0]
Vector 19 [unity_LightColor0]
Vector 20 [unity_LightColor1]
Vector 21 [unity_LightColor2]
Vector 22 [unity_LightColor3]
Vector 23 [unity_SHAr]
Vector 24 [unity_SHAg]
Vector 25 [unity_SHAb]
Vector 26 [unity_SHBr]
Vector 27 [unity_SHBg]
Vector 28 [unity_SHBb]
Vector 29 [unity_SHC]
Matrix 4 [_Object2World]
Matrix 8 [_World2Object]
Vector 30 [unity_Scale]
Vector 31 [unity_NPOTScale]
Vector 32 [_MainTex_ST]
"agal_vs
c33 1.0 0.0 0.5 0.0
[bc]
adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5
bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x
abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16
bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5
bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4
bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6
adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x
abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15
adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1
aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x
adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0
abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2
aaaaaaaaaeaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c33.x
bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y
abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0
abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2
adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18
aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y
akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w
akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
abaaaaaaabaaapacacaaaaoeacaaaaaacbaaaaaaabaaaaaa add r1, r2, c33.x
bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25
bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24
bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23
afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x
afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y
afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w
afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z
ahaaaaaaaaaaapacaaaaaaoeacaaaaaacbaaaaffabaaaaaa max r0, r0, c33.y
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20
adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19
abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22
abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz
adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx
adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w
bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28
bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27
bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26
adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x
acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w
adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29
abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz
abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz
abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx
aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5
adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy
acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w
aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10
bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0
aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9
bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0
aaaaaaaaabaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c33.x
aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2
bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10
bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8
bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9
adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w
acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0
aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8
bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaacbaaaakkabaaaaaa mul r1.xyz, r0.xyww, c33.z
adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz
bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz
bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz
bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5
bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz
bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz
adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32
abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 160 // 160 used size, 9 vars
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 69 instructions, 7 temp regs, 0 temp arrays:
// ALU 39 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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ajaaaaaapgapbaaaabaaaaaaegacbaaaabaaaaaaaaaaaaahhccabaaaaeaaaaaa
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aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa
afaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaa
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aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
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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 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 446
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 429
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 433
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 437
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 441
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 446
#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 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 450
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 454
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 458
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 462
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  lowp float shadow_14;
  lowp float tmpvar_15;
  tmpvar_15 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_16;
  tmpvar_16 = (_LightShadowData.x + (tmpvar_15 * (1.0 - _LightShadowData.x)));
  shadow_14 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_18;
  viewDir_18 = tmpvar_17;
  lowp vec4 c_19;
  highp float nh_20;
  lowp float tmpvar_21;
  tmpvar_21 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_22;
  tmpvar_22 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_18)).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_4);
  highp vec3 tmpvar_25;
  tmpvar_25 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (shadow_14 * 2.0));
  c_19.xyz = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * shadow_14));
  c_19.w = tmpvar_26;
  c_1.w = c_19.w;
  c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_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 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 429
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 433
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 437
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 442
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
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 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 444
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 446
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 450
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 454
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 458
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

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



#endif"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 432
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 443
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 445
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 449
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 453
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 457
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    #line 461
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  lowp float shadow_14;
  lowp float tmpvar_15;
  tmpvar_15 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
  highp float tmpvar_16;
  tmpvar_16 = (_LightShadowData.x + (tmpvar_15 * (1.0 - _LightShadowData.x)));
  shadow_14 = tmpvar_16;
  c_1.w = 0.0;
  highp vec3 tmpvar_17;
  tmpvar_17 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_18;
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_17;
  mediump vec3 specColor_20;
  highp float nh_21;
  mat3 tmpvar_22;
  tmpvar_22[0].x = 0.816497;
  tmpvar_22[0].y = -0.408248;
  tmpvar_22[0].z = -0.408248;
  tmpvar_22[1].x = 0.0;
  tmpvar_22[1].y = 0.707107;
  tmpvar_22[1].z = -0.707107;
  tmpvar_22[2].x = 0.57735;
  tmpvar_22[2].y = 0.57735;
  tmpvar_22[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_23;
  mediump vec3 lm_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_24 = tmpvar_25;
  lowp vec3 tmpvar_26;
  tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).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;
  lowp vec3 tmpvar_35;
  tmpvar_35 = vec3((shadow_14 * 2.0));
  mediump vec3 tmpvar_36;
  tmpvar_36 = (c_1.xyz + (tmpvar_2 * min (tmpvar_18.xyz, tmpvar_35)));
  c_1.xyz = tmpvar_36;
  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 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 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 float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 444
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    #line 428
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 432
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    #line 436
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 440
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
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 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 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 float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 424
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 444
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 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 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 444
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 448
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 452
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 456
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    mediump vec3 specColor;
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 460
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz;
    c.xyz += specColor;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    #line 464
    c.w = o.Alpha;
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
uniform 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);
  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;
  highp vec3 tmpvar_10;
  tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_11;
  tmpvar_11 = color_7.xyz;
  tmpvar_2 = tmpvar_11;
  tmpvar_3 = tmpvar_10;
  highp float tmpvar_12;
  tmpvar_12 = color_7.w;
  tmpvar_4 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_3 * _Opacity);
  tmpvar_3 = tmpvar_13;
  tmpvar_5 = _Opacity;
  lowp float shadow_14;
  lowp float tmpvar_15;
  tmpvar_15 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_16;
  tmpvar_16 = (_LightShadowData.x + (tmpvar_15 * (1.0 - _LightShadowData.x)));
  shadow_14 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = normalize(xlv_TEXCOORD1);
  mediump vec3 viewDir_18;
  viewDir_18 = tmpvar_17;
  lowp vec4 c_19;
  highp float nh_20;
  lowp float tmpvar_21;
  tmpvar_21 = max (0.0, xlv_TEXCOORD2.z);
  mediump float tmpvar_22;
  tmpvar_22 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_18)).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_4);
  highp vec3 tmpvar_25;
  tmpvar_25 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (shadow_14 * 2.0));
  c_19.xyz = tmpvar_25;
  highp float tmpvar_26;
  tmpvar_26 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * shadow_14));
  c_19.w = tmpvar_26;
  c_1.w = c_19.w;
  c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3));
  c_1.xyz = (c_1.xyz + tmpvar_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 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 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 float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 446
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 426
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 429
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 433
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    #line 437
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 441
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 415
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
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#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
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#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 401
#line 425
uniform highp vec4 _MainTex_ST;
#line 446
#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 401
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 405
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 409
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 413
    o.Alpha = _Opacity;
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 446
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 450
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 454
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 458
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 462
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 14 to 44, TEX: 1 to 4
//   d3d9 - ALU: 16 to 47, TEX: 1 to 4
//   d3d11 - ALU: 12 to 35, TEX: 1 to 4, FLOW: 1 to 1
//   d3d11_9x - ALU: 12 to 35, TEX: 1 to 4, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 31 ALU, 1 TEX
PARAM c[7] = { program.local[0..5],
		{ 1, 0, 128, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[0], texture[0], 2D;
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.w, R2.w;
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[6].z;
MUL R1.z, R1.x, c[2].x;
MAX R1.x, R1.y, c[6].y;
POW R2.x, R1.x, R1.z;
MOV R1, c[1];
MUL R0.w, R0, R2.x;
MUL R1.w, R1, c[0];
MUL R2.xyz, R0, c[0];
MAX R3.x, fragment.texcoord[2].z, c[6].y;
MUL R2.xyz, R2, R3.x;
MUL R1.xyz, R1, c[0];
MAD R1.xyz, R1, R0.w, R2;
MUL R1.xyz, R1, c[6].w;
MUL_SAT R2.w, R2, fragment.texcoord[1].z;
ADD R2.x, -R2.w, c[6];
MAD R0.xyz, R0, fragment.texcoord[3], R1;
POW R2.x, R2.x, c[4].x;
MUL R1.xyz, R2.x, c[5];
MUL R1.xyz, R1, c[5].w;
MAD result.color.xyz, R1, c[3].x, R0;
MAD result.color.w, R0, R1, c[3].x;
END
# 31 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 96 // 80 used size, 8 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 31 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 1 (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]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
"agal_ps
c6 1.0 0.0 128.0 2.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
aaaaaaaaaeaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r4.xyz, c0
aaaaaaaaabaaahacacaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v2
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
aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2
ahaaaaaaabaaabacaaaaaakkacaaaaaaagaaaaffabaaaaaa max r1.x, r0.z, c6.y
adaaaaaaaaaaabacagaaaakkabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c6.z, r0.x
alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
adaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r2.w, r0.x
adaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r2.xyzz, c0
ahaaaaaaabaaabacacaaaakkaeaaaaaaagaaaaffabaaaaaa max r1.x, v2.z, c6.y
adaaaaaaadaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r3.xyz, r3.xyzz, r1.x
adaaaaaaaeaaahacabaaaaoeabaaaaaaaeaaaakeacaaaaaa mul r4.xyz, c1, r4.xyzz
adaaaaaaafaaahacaeaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r5.xyz, r4.xyzz, r0.x
abaaaaaaadaaahacafaaaakeacaaaaaaadaaaakeacaaaaaa add r3.xyz, r5.xyzz, r3.xyzz
adaaaaaaaeaaahacadaaaakeacaaaaaaagaaaappabaaaaaa mul r4.xyz, r3.xyzz, c6.w
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
bfaaaaaaafaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r5.z, r0.z
abaaaaaaabaaabacafaaaakkacaaaaaaagaaaaoeabaaaaaa add r1.x, r5.z, c6
alaaaaaaadaaapacabaaaaaaacaaaaaaaeaaaaaaabaaaaaa pow r3, r1.x, c4.x
aaaaaaaaaaaaaiacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0
adaaaaaaabaaabacabaaaappabaaaaaaaaaaaappacaaaaaa mul r1.x, c1.w, r0.w
adaaaaaaafaaahacacaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r5.xyz, r2.xyzz, v3
abaaaaaaaeaaahacafaaaakeacaaaaaaaeaaaakeacaaaaaa add r4.xyz, r5.xyzz, r4.xyzz
aaaaaaaaacaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r2.x, r3.x
adaaaaaaaaaaaiacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r0.w, r0.x, r1.x
abaaaaaaaaaaaiacaaaaaappacaaaaaaadaaaaaaabaaaaaa add r0.w, r0.w, c3.x
adaaaaaaacaaahacacaaaaaaacaaaaaaafaaaaoeabaaaaaa mul r2.xyz, r2.x, c5
adaaaaaaaaaaahacacaaaakeacaaaaaaafaaaappabaaaaaa mul r0.xyz, r2.xyzz, c5.w
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c3.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaaeaaaakeacaaaaaa add r0.xyz, r0.xyzz, r4.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 96 // 80 used size, 8 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 31 instructions, 4 temp regs, 0 temp arrays:
// ALU 23 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 9 vars
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
// 17 instructions, 3 temp regs, 0 temp arrays:
// ALU 12 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedonmlilkldagecdplkhpkmkfpgikinoonabaaaaaaemadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcfmacaaaaeaaaaaaajhaaaaaafjaaaaaeegiocaaa
aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa
aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa
acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa
aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa
aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa
egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa
pgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa
fgifcaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa
eghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa
abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa
pgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa
aaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa
egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaa
aaaaaaaaadaaaaaadoaaaaab"
}

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

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

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 9 vars
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
// 17 instructions, 3 temp regs, 0 temp arrays:
// ALU 12 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
SetTexture 2 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 38 ALU, 3 TEX
PARAM c[9] = { program.local[0..4],
		{ 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;
TEX R2, fragment.texcoord[2], texture[2], 2D;
TEX R1, fragment.texcoord[2], texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
MUL R2.xyz, R2.w, R2;
MUL R2.xyz, R2, c[5].z;
MUL R3.xyz, R2.y, c[8];
MAD R3.xyz, R2.x, c[7], R3;
MAD R3.xyz, R2.z, c[6], R3;
DP3 R2.w, R3, R3;
RSQ R3.w, R2.w;
MUL R1.xyz, R1.w, R1;
DP3 R2.x, R2, c[5].y;
MUL R1.xyz, R1, R2.x;
MUL R1.xyz, R1, c[5].z;
MUL R2.xyz, R1, c[0];
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.w, R1.w;
MUL_SAT R1.w, R1, fragment.texcoord[1].z;
MUL R2.xyz, R0.w, R2;
ADD R1.w, -R1, c[5].x;
RSQ R2.w, R2.w;
MUL R3.xyz, R3.w, R3;
MAD R3.xyz, fragment.texcoord[1], R2.w, R3;
DP3 R2.w, R3, R3;
RSQ R3.x, R2.w;
MOV R2.w, c[6];
MUL R3.y, R2.w, c[1].x;
MUL R3.x, R3, R3.z;
MAX R2.w, R3.x, c[5];
POW R2.w, R2.w, R3.y;
MUL R3.xyz, R2, R2.w;
POW R0.w, R1.w, c[3].x;
MAD R0.xyz, R0, R1, R3;
MUL R2.xyz, R0.w, c[4];
MUL R1.xyz, R2, c[4].w;
MAD result.color.xyz, R1, c[2].x, R0;
MOV result.color.w, c[2].x;
END
# 38 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 9 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
SetTexture 2 [unity_LightmapInd] 2D 2
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 29 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
SetTexture 2 [unity_LightmapInd] 2D
"agal_ps
c5 1.0 8.0 0.57735 0.0
c6 -0.408248 0.707107 0.57735 128.0
c7 0.816497 0.0 0.57735 0.0
c8 -0.408248 -0.707107 0.57735 0.0
[bc]
ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r0, v2, s2 <2d wrap linear point>
ciaaaaaaacaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r2, v2, s1 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaaeaaahacaaaaaakeacaaaaaaafaaaaffabaaaaaa mul r4.xyz, r0.xyzz, c5.y
adaaaaaaaaaaahacaeaaaaffacaaaaaaagaaaaoeabaaaaaa mul r0.xyz, r4.y, c6
adaaaaaaabaaahacaeaaaaaaacaaaaaaahaaaaoeabaaaaaa mul r1.xyz, r4.x, c7
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
adaaaaaaafaaahacaeaaaakkacaaaaaaaiaaaaoeabaaaaaa mul r5.xyz, r4.z, c8
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
ahaaaaaaabaaabacaaaaaakkacaaaaaaafaaaappabaaaaaa max r1.x, r0.z, c5.w
adaaaaaaaaaaabacagaaaappabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c6.w, r0.x
alaaaaaaafaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r5, r1.x, r0.x
aaaaaaaaaaaaabacafaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r5.x
adaaaaaaafaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r5.xyz, r2.w, r2.xyzz
bcaaaaaaacaaabacaeaaaakeacaaaaaaafaaaakkabaaaaaa dp3 r2.x, r4.xyzz, c5.z
adaaaaaaacaaahacafaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r5.xyzz, r2.x
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
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaabaaabacabaaaappacaaaaaaafaaaaoeabaaaaaa add r1.x, r1.w, c5
adaaaaaaaeaaahacacaaaakeacaaaaaaafaaaaffabaaaaaa mul r4.xyz, r2.xyzz, c5.y
alaaaaaaacaaapacabaaaaaaacaaaaaaadaaaaaaabaaaaaa pow r2, r1.x, c3.x
adaaaaaaabaaahacaeaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r4.xyzz, c0
adaaaaaaafaaahacadaaaappacaaaaaaabaaaakeacaaaaaa mul r5.xyz, r3.w, r1.xyzz
aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x
adaaaaaaaaaaahacafaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r5.xyzz, r0.x
adaaaaaaabaaahacabaaaaaaacaaaaaaaeaaaaoeabaaaaaa mul r1.xyz, r1.x, c4
adaaaaaaacaaahacadaaaakeacaaaaaaaeaaaakeacaaaaaa mul r2.xyz, r3.xyzz, r4.xyzz
abaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r2.xyzz, r0.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaappabaaaaaa mul r1.xyz, r1.xyzz, c4.w
aaaaaaaaaaaaaiacacaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c2.x
adaaaaaaabaaahacabaaaakeacaaaaaaacaaaaaaabaaaaaa mul r1.xyz, r1.xyzz, c2.x
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 9 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
SetTexture 2 [unity_LightmapInd] 2D 2
// 40 instructions, 4 temp regs, 0 temp arrays:
// ALU 29 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
eefiecedlekbimhkgnhdhnefgnhffgjfgfcojmnoabaaaaaagiajaaaaaeaaaaaa
daaaaaaahaadaaaakmaiaaaadeajaaaaebgpgodjdiadaaaadiadaaaaaaacpppp
pmacaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa
abababaaacacacaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapka
aaaaiadpaaaaaaebdkmnbddpaaaaaaaafbaaaaafaeaaapkaolaffbdpaaaaaaaa
dkmnbddpaaaaaaaafbaaaaafafaaapkaomafnblopdaedfdpdkmnbddpaaaaaaed
fbaaaaafagaaapkaolafnblopdaedflpdkmnbddpaaaaaaaabpaaaaacaaaaaaia
aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaajaaaaiapkabpaaaaac
aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaabaaaaacaaaaadiaaaaablla
ecaaaaadabaacpiaaaaaoeiaacaioekaecaaaaadaaaacpiaaaaaoeiaabaioeka
ecaaaaadacaacpiaaaaaoelaaaaioekaafaaaaadabaaciiaabaappiaadaaffka
afaaaaadabaachiaabaaoeiaabaappiaafaaaaadadaaahiaabaaffiaafaaoeka
aeaaaaaeadaaahiaabaaaaiaaeaaoekaadaaoeiaaeaaaaaeadaaahiaabaakkia
agaaoekaadaaoeiaaiaaaaadadaaciiaadaakkkaabaaoeiaaiaaaaadabaaabia
adaaoeiaadaaoeiaahaaaaacabaaabiaabaaaaiaaiaaaaadabaaaciaabaaoela
abaaoelaahaaaaacabaaaciaabaaffiaafaaaaadaeaachiaabaaffiaabaaoela
afaaaaadaeaabiiaabaaffiaabaakklaacaaaaadaeaaciiaaeaappibadaaaaka
caaaaaadabaaaciaaeaappiaabaakkkaafaaaaadabaaaoiaabaaffiaacaablka
afaaaaadabaacoiaabaaoeiaacaappkaaeaaaaaeadaachiaadaaoeiaabaaaaia
aeaaoeiaaiaaaaadabaacbiaadaaoeiaadaaoeiaahaaaaacabaacbiaabaaaaia
afaaaaadabaacbiaabaaaaiaadaakkiaalaaaaadadaaabiaabaaaaiaadaappka
abaaaaacabaaabiaabaaaakaafaaaaadabaaabiaabaaaaiaafaappkacaaaaaad
aeaacbiaadaaaaiaabaaaaiaafaaaaadaaaaciiaaaaappiaadaaffkaafaaaaad
aaaachiaaaaaoeiaaaaappiaafaaaaadaaaachiaadaappiaaaaaoeiaafaaaaad
adaachiaaaaaoeiaaaaaoekaafaaaaadadaaahiaacaappiaadaaoeiaafaaaaad
aaaachiaaaaaoeiaacaaoeiaaeaaaaaeaaaachiaadaaoeiaaeaaaaiaaaaaoeia
aeaaaaaeaaaachiaabaabliaabaaffkaaaaaoeiaabaaaaacaaaaciiaabaaffka
abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcdeafaaaaeaaaaaaaenabaaaa
fjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad
aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa
ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaad
hcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaaj
pcaabaaaaaaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa
diaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaa
abaaaaaafgafbaaaaaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaa
dcaaaaamhcaabaaaabaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaa
dkmnbddpaaaaaaaaegacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaa
aaaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaa
baaaaaakbcaabaaaaaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaa
egacbaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa
abaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaa
aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaa
ckaabaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaa
acaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaa
fgaobaaaacaaaaaadgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaai
bcaabaaaabaaaaaaakaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaaf
bcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaa
abaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaa
abaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaa
aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa
aeaaaaaabaaaaaahccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaa
eeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaa
bkaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaa
aaaaaaaaabeaaaaaaaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaa
diaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaed
diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaaf
ccaabaaaaaaaaaaabkaabaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaa
abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahecaabaaaaaaaaaaa
dkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaa
acaaaaaakgakbaaaaaaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaa
agajbaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaigadbaaaaaaaaaaaegiccaaa
aaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaa
aaaaaaaaaagabaaaaaaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa
pgapbaaaadaaaaaadiaaaaahncaabaaaaaaaaaaaagaobaaaaaaaaaaaagajbaaa
adaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaafgafbaaaaaaaaaaa
igadbaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaa
aaaaaaaaadaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaa
aaaaaaaaadaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklkl"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 34 ALU, 2 TEX
PARAM c[7] = { program.local[0..5],
		{ 1, 0, 128, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TXP R3.x, fragment.texcoord[4], 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[6].z;
MUL R1.z, R1.x, c[2].x;
MAX R1.x, R1.y, c[6].y;
POW R2.x, R1.x, R1.z;
MOV R1, c[1];
MUL R0.w, R0, R2.x;
MAX R2.w, fragment.texcoord[2].z, c[6].y;
MUL R2.xyz, R0, c[0];
MUL R2.xyz, R2, R2.w;
MUL R1.xyz, R1, c[0];
MAD R1.xyz, R1, R0.w, R2;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.x, R2.w;
MUL R2.y, R3.x, c[6].w;
MUL R1.xyz, R1, R2.y;
MUL_SAT R2.x, R2, fragment.texcoord[1].z;
MUL R1.w, R1, c[0];
MUL R0.w, R0, R1;
MAD R0.xyz, R0, fragment.texcoord[3], R1;
ADD R2.x, -R2, c[6];
POW R1.x, R2.x, c[4].x;
MUL R1.xyz, R1.x, c[5];
MUL R1.xyz, R1, c[5].w;
MAD result.color.xyz, R1, c[3].x, R0;
MAD result.color.w, R3.x, R0, c[3].x;
END
# 34 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 160 // 144 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Float 116 [_Opacity]
Float 120 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
// 34 instructions, 4 temp regs, 0 temp arrays:
// ALU 25 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_LightColor0]
Vector 1 [_SpecColor]
Float 2 [_Shininess]
Float 3 [_Opacity]
Float 4 [_RimFalloff]
Vector 5 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"agal_ps
c6 1.0 0.0 128.0 2.0
[bc]
aeaaaaaaaaaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r0, v4, v4.w
ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
aaaaaaaaabaaahacacaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v2
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
aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2
ahaaaaaaabaaabacaaaaaakkacaaaaaaagaaaaffabaaaaaa max r1.x, r0.z, c6.y
adaaaaaaaaaaabacagaaaakkabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c6.z, r0.x
alaaaaaaacaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r2, r1.x, r0.x
aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x
aaaaaaaaacaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2.xyz, c0
adaaaaaaacaaahacabaaaaoeabaaaaaaacaaaakeacaaaaaa mul r2.xyz, c1, r2.xyzz
adaaaaaaaeaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r4.xyz, r3.xyzz, c0
ahaaaaaaabaaabacacaaaakkaeaaaaaaagaaaaffabaaaaaa max r1.x, v2.z, c6.y
adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r4.xyzz, r1.x
adaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r3.w, r0.x
adaaaaaaaeaaahacacaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r4.xyz, r2.xyzz, r0.x
abaaaaaaaeaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa add r4.xyz, r4.xyzz, r1.xyzz
bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1
akaaaaaaacaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r1.x
adaaaaaaaaaaaeacacaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r2.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
adaaaaaaabaaabacafaaaaaaacaaaaaaagaaaappabaaaaaa mul r1.x, r5.x, c6.w
adaaaaaaacaaahacaeaaaakeacaaaaaaabaaaaaaacaaaaaa mul r2.xyz, r4.xyzz, r1.x
aaaaaaaaaaaaaiacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0
adaaaaaaaeaaabacabaaaappabaaaaaaaaaaaappacaaaaaa mul r4.x, c1.w, r0.w
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r0.x, r0.x, r4.x
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaabaaabacabaaaappacaaaaaaagaaaaoeabaaaaaa add r1.x, r1.w, c6
adaaaaaaadaaahacadaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r3.xyz, r3.xyzz, v3
abaaaaaaadaaahacadaaaakeacaaaaaaacaaaakeacaaaaaa add r3.xyz, r3.xyzz, r2.xyzz
alaaaaaaacaaapacabaaaaaaacaaaaaaaeaaaaaaabaaaaaa pow r2, r1.x, c4.x
aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x
adaaaaaaaaaaaiacafaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.w, r5.x, r0.x
abaaaaaaaaaaaiacaaaaaappacaaaaaaadaaaaaaabaaaaaa add r0.w, r0.w, c3.x
adaaaaaaabaaahacabaaaaaaacaaaaaaafaaaaoeabaaaaaa mul r1.xyz, r1.x, c5
adaaaaaaaaaaahacabaaaakeacaaaaaaafaaaappabaaaaaa mul r0.xyz, r1.xyzz, c5.w
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c3.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa add r0.xyz, r0.xyzz, r3.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 160 // 144 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Float 116 [_Opacity]
Float 120 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
// 34 instructions, 4 temp regs, 0 temp arrays:
// ALU 25 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 144 used size, 10 vars
Float 116 [_Opacity]
Float 120 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Float 0 [_Opacity]
Float 1 [_RimFalloff]
Vector 2 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"agal_ps
c3 1.0 8.0 2.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point>
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
adaaaaaaadaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r3.xyz, r2.xyzz, r5.x
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa add r0.x, r1.w, c3
adaaaaaaaeaaahacadaaaakeacaaaaaaadaaaakkabaaaaaa mul r4.xyz, r3.xyzz, c3.z
alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r3, r0.x, c1.x
adaaaaaaaaaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r2.w, r2.xyzz
adaaaaaaacaaahacaaaaaakeacaaaaaaadaaaaffabaaaaaa mul r2.xyz, r0.xyzz, c3.y
agaaaaaaaeaaahacacaaaakeacaaaaaaaeaaaakeacaaaaaa min r4.xyz, r2.xyzz, r4.xyzz
aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x
adaaaaaaacaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r2.xyz, r2.xyzz, r5.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w
ahaaaaaaacaaahacaeaaaakeacaaaaaaacaaaakeacaaaaaa max r2.xyz, r4.xyzz, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x
aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x
adaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r2.xyzz
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 144 used size, 10 vars
Float 116 [_Opacity]
Float 120 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
// 24 instructions, 3 temp regs, 0 temp arrays:
// ALU 18 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 44 ALU, 4 TEX
PARAM c[9] = { program.local[0..4],
		{ 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 R2, fragment.texcoord[2], texture[3], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TEX R1, fragment.texcoord[2], texture[2], 2D;
TXP R4.x, fragment.texcoord[3], texture[1], 2D;
MUL R2.xyz, R2.w, R2;
MUL R2.xyz, R2, c[5].z;
MUL R3.xyz, R2.y, c[8];
MAD R3.xyz, R2.x, c[7], R3;
MAD R3.xyz, R2.z, c[6], R3;
DP3 R2.w, R3, R3;
RSQ R3.w, R2.w;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.w, R2.w;
MUL R3.xyz, R3.w, R3;
MAD R3.xyz, fragment.texcoord[1], R2.w, R3;
DP3 R2.w, R3, R3;
DP3 R3.x, R2, c[5].y;
MUL R2.xyz, R1.w, R1;
MUL R2.xyz, R2, R3.x;
RSQ R2.w, R2.w;
MUL R1.xyz, R1, R4.x;
MOV R1.w, c[7];
MUL R2.w, R2, R3.z;
MUL R2.xyz, R2, c[5].z;
MUL R1.xyz, R1, c[5].w;
MUL R3.xyz, R2, R4.x;
MIN R1.xyz, R2, R1;
MAX R1.xyz, R1, R3;
MAX R3.x, R2.w, c[6].w;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
MUL R1.w, R1, c[1].x;
RSQ R2.w, R2.w;
MUL_SAT R2.w, R2, fragment.texcoord[1].z;
MUL R2.xyz, R2, c[0];
MUL R2.xyz, R0.w, R2;
POW R1.w, R3.x, R1.w;
MUL R3.xyz, R2, R1.w;
ADD R2.w, -R2, c[5].x;
POW R0.w, R2.w, c[3].x;
MAD R1.xyz, R0, R1, R3;
MUL R2.xyz, R0.w, c[4];
MUL R0.xyz, R2, c[4].w;
MAD result.color.xyz, R0, c[2].x, R1;
MOV result.color.w, c[2].x;
END
# 44 instructions, 5 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 144 used size, 10 vars
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Float 116 [_Opacity]
Float 120 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 47 instructions, 4 temp regs, 0 temp arrays:
// ALU 35 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"agal_ps
c5 1.0 8.0 0.57735 2.0
c6 -0.408248 0.707107 0.57735 0.0
c7 0.816497 0.0 0.57735 128.0
c8 -0.408248 -0.707107 0.57735 0.0
[bc]
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point>
ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r0, v2, s3 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaafaaahacaaaaaakeacaaaaaaafaaaaffabaaaaaa mul r5.xyz, r0.xyzz, c5.y
adaaaaaaaaaaahacafaaaaffacaaaaaaagaaaaoeabaaaaaa mul r0.xyz, r5.y, c6
adaaaaaaabaaahacafaaaaaaacaaaaaaahaaaaoeabaaaaaa mul r1.xyz, r5.x, c7
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
adaaaaaaagaaahacafaaaakkacaaaaaaaiaaaaoeabaaaaaa mul r6.xyz, r5.z, c8
abaaaaaaagaaahacagaaaakeacaaaaaaaaaaaakeacaaaaaa add r6.xyz, r6.xyzz, r0.xyzz
bcaaaaaaaaaaabacagaaaakeacaaaaaaagaaaakeacaaaaaa dp3 r0.x, r6.xyzz, r6.xyzz
akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
adaaaaaaabaaahacabaaaaaaacaaaaaaagaaaakeacaaaaaa mul r1.xyz, r1.x, r6.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
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r0.x, r0.z
adaaaaaaabaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r2.w, r2.xyzz
bcaaaaaaaaaaabacafaaaakeacaaaaaaafaaaakkabaaaaaa dp3 r0.x, r5.xyzz, c5.z
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r1.xyz, r1.xyzz, r0.x
adaaaaaaacaaahacacaaaakeacaaaaaaaeaaaaaaacaaaaaa mul r2.xyz, r2.xyzz, r4.x
adaaaaaaafaaahacabaaaakeacaaaaaaafaaaaffabaaaaaa mul r5.xyz, r1.xyzz, c5.y
adaaaaaaabaaahacacaaaakeacaaaaaaafaaaappabaaaaaa mul r1.xyz, r2.xyzz, c5.w
adaaaaaaacaaahacafaaaakeacaaaaaaaeaaaaaaacaaaaaa mul r2.xyz, r5.xyzz, r4.x
agaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa min r1.xyz, r5.xyzz, r1.xyzz
ahaaaaaaagaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa max r6.xyz, r1.xyzz, r2.xyzz
aaaaaaaaabaaabacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c1
bcaaaaaaacaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r2.x, v1, v1
ahaaaaaaaaaaabacaaaaaakkacaaaaaaagaaaappabaaaaaa max r0.x, r0.z, c6.w
adaaaaaaabaaabacahaaaappabaaaaaaabaaaaaaacaaaaaa mul r1.x, c7.w, r1.x
alaaaaaaaeaaapacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r4, r0.x, r1.x
akaaaaaaacaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r2.x
adaaaaaaaaaaaeacacaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r2.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z
abaaaaaaabaaabacabaaaappacaaaaaaafaaaaoeabaaaaaa add r1.x, r1.w, c5
alaaaaaaacaaapacabaaaaaaacaaaaaaadaaaaaaabaaaaaa pow r2, r1.x, c3.x
adaaaaaaabaaahacafaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r5.xyzz, c0
aaaaaaaaaaaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r4.x
adaaaaaaaeaaahacadaaaappacaaaaaaabaaaakeacaaaaaa mul r4.xyz, r3.w, r1.xyzz
aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x
adaaaaaaaaaaahacaeaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r4.xyzz, r0.x
adaaaaaaabaaahacabaaaaaaacaaaaaaaeaaaaoeabaaaaaa mul r1.xyz, r1.x, c4
adaaaaaaacaaahacadaaaakeacaaaaaaagaaaakeacaaaaaa mul r2.xyz, r3.xyzz, r6.xyzz
abaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r2.xyzz, r0.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaappabaaaaaa mul r1.xyz, r1.xyzz, c4.w
aaaaaaaaaaaaaiacacaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c2.x
adaaaaaaabaaahacabaaaakeacaaaaaaacaaaaaaabaaaaaa mul r1.xyz, r1.xyzz, c2.x
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 144 used size, 10 vars
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Float 116 [_Opacity]
Float 120 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 47 instructions, 4 temp regs, 0 temp arrays:
// ALU 35 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

}
	}
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardAdd" }
		ZWrite Off Blend One One Fog { Color (0,0,0,0) }
Program "vp" {
// Vertex combos: 5
//   opengl - ALU: 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 "$Globals" 160 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  mediump vec3 tmpvar_16;
  tmpvar_16 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_18;
  atten_18 = texture2D (_LightTexture0, vec2(tmpvar_17)).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_6);
  highp vec3 tmpvar_25;
  tmpvar_25 = ((((tmpvar_4 * _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_7 + (((_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 { "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 _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  mediump vec3 tmpvar_16;
  tmpvar_16 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_18;
  atten_18 = texture2D (_LightTexture0, vec2(tmpvar_17)).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_6);
  highp vec3 tmpvar_25;
  tmpvar_25 = ((((tmpvar_4 * _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_7 + (((_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 { "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 "$Globals" 160 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 409
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 float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 395
#line 418
uniform highp vec4 _MainTex_ST;
#line 434
#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 419
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 422
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 426
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 430
    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 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 409
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 float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 395
#line 418
uniform highp vec4 _MainTex_ST;
#line 434
#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 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 407
    o.Alpha = _Opacity;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 438
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 442
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    #line 446
    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 "$Globals" 96 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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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"
}

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 _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_16;
  highp float nh_17;
  lowp float tmpvar_18;
  tmpvar_18 = max (0.0, lightDir_2.z);
  mediump float tmpvar_19;
  tmpvar_19 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  nh_17 = tmpvar_19;
  mediump float arg1_20;
  arg1_20 = (_Shininess * 128.0);
  highp float tmpvar_21;
  tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_6);
  highp vec3 tmpvar_22;
  tmpvar_22 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0);
  c_16.xyz = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = (tmpvar_7 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21));
  c_16.w = tmpvar_23;
  c_1.xyz = c_16.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 _MainTex;
uniform mediump float _Shininess;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp vec4 c_16;
  highp float nh_17;
  lowp float tmpvar_18;
  tmpvar_18 = max (0.0, lightDir_2.z);
  mediump float tmpvar_19;
  tmpvar_19 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z);
  nh_17 = tmpvar_19;
  mediump float arg1_20;
  arg1_20 = (_Shininess * 128.0);
  highp float tmpvar_21;
  tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_6);
  highp vec3 tmpvar_22;
  tmpvar_22 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0);
  c_16.xyz = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = (tmpvar_7 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21));
  c_16.w = tmpvar_23;
  c_1.xyz = c_16.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 "$Globals" 96 // 96 used size, 8 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
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 float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
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 416
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 419
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 423
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 428
    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 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
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 float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 430
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 432
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 436
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 440
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), 1.0);
    c.w = 0.0;
    #line 444
    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 "$Globals" 160 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecedngihocidihbbfolijamjafhfmjianhggabaaaaaapiagaaaaadaaaaaa
cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa
aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcfmafaaaaeaaaabaa
fhabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa
afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa
bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad
hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa
abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad
hccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa
adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa
egbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaa
diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak
hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa
aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa
diaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaa
bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa
acaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa
adaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal
hcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaa
egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa
adaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaa
egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaa
abaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaa
egacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa
egiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa
baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa
abaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa
abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaa
bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaa
beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaa
aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaa
egacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaa
abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa
anaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa
aoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai
pcaabaaaabaaaaaafgafbaaaaaaaaaaaegiocaaaaaaaaaaaaeaaaaaadcaaaaak
pcaabaaaabaaaaaaegiocaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaobaaa
abaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaa
aaaaaaaaegaobaaaabaaaaaadcaaaaakpccabaaaaeaaaaaaegiocaaaaaaaaaaa
agaaaaaapgapbaaaaaaaaaaaegaobaaaabaaaaaadoaaaaab"
}

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 _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  mediump vec3 tmpvar_16;
  tmpvar_16 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_16;
  highp vec2 P_17;
  P_17 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5);
  highp float tmpvar_18;
  tmpvar_18 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz);
  lowp float atten_19;
  atten_19 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_17).w) * texture2D (_LightTextureB0, vec2(tmpvar_18)).w);
  lowp vec4 c_20;
  highp float nh_21;
  lowp float tmpvar_22;
  tmpvar_22 = max (0.0, lightDir_2.z);
  mediump float tmpvar_23;
  tmpvar_23 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).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_6);
  highp vec3 tmpvar_26;
  tmpvar_26 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (atten_19 * 2.0));
  c_20.xyz = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * atten_19));
  c_20.w = tmpvar_27;
  c_1.xyz = c_20.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "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 _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  mediump vec3 tmpvar_16;
  tmpvar_16 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_16;
  highp vec2 P_17;
  P_17 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5);
  highp float tmpvar_18;
  tmpvar_18 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz);
  lowp float atten_19;
  atten_19 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_17).w) * texture2D (_LightTextureB0, vec2(tmpvar_18)).w);
  lowp vec4 c_20;
  highp float nh_21;
  lowp float tmpvar_22;
  tmpvar_22 = max (0.0, lightDir_2.z);
  mediump float tmpvar_23;
  tmpvar_23 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).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_6);
  highp vec3 tmpvar_26;
  tmpvar_26 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (atten_19 * 2.0));
  c_20.xyz = tmpvar_26;
  highp float tmpvar_27;
  tmpvar_27 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * atten_19));
  c_20.w = tmpvar_27;
  c_1.xyz = c_20.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "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 "$Globals" 160 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecedkcfbmlfehnpemckibemmmkpmchkkggaeabaaaaaadiakaaaaaeaaaaaa
daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp
meacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa
aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaeaaabaaagaaaaaaaaaa
acaaaaaaabaaahaaaaaaaaaaadaaaaaaaeaaaiaaaaaaaaaaadaaamaaajaaamaa
aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae
aaaaadoaadaaoejaafaaoekaafaaookaabaaaaacaaaaapiaahaaoekaafaaaaad
abaaahiaaaaaffiabbaaoekaaeaaaaaeabaaahiabaaaoekaaaaaaaiaabaaoeia
aeaaaaaeaaaaahiabcaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka
aaaappiaaaaaoeiaaeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaad
abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia
abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad
abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad
abaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaagaaoekaafaaaaadacaaahia
aaaaffiabbaaoekaaeaaaaaeaaaaaliabaaakekaaaaaaaiaacaakeiaaeaaaaae
aaaaahiabcaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiabdaaoeka
aeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaadacaaaboaabaaoeja
aaaaoeiaaiaaaaadacaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoeja
aaaaoeiaafaaaaadaaaaapiaaaaaffjaanaaoekaaeaaaaaeaaaaapiaamaaoeka
aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaoaaoekaaaaakkjaaaaaoeiaaeaaaaae
aaaaapiaapaaoekaaaaappjaaaaaoeiaafaaaaadabaaapiaaaaaffiaacaaoeka
aeaaaaaeabaaapiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeabaaapiaadaaoeka
aaaakkiaabaaoeiaaeaaaaaeadaaapoaaeaaoekaaaaappiaabaaoeiaafaaaaad
aaaaapiaaaaaffjaajaaoekaaeaaaaaeaaaaapiaaiaaoekaaaaaaajaaaaaoeia
aeaaaaaeaaaaapiaakaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaalaaoeka
aaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaac
aaaaammaaaaaoeiappppaaaafdeieefcfmafaaaaeaaaabaafhabaaaafjaaaaae
egiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaae
egiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad
dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
gfaaaaadpccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa
egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaa
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 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 418
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 float _Opacity;
uniform highp float _RimFalloff;
#line 397
uniform highp vec4 _RimColor;
#line 404
#line 427
uniform highp vec4 _MainTex_ST;
#line 443
#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 428
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 431
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 435
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 439
    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 398
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 418
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 float _Opacity;
uniform highp float _RimFalloff;
#line 397
uniform highp vec4 _RimColor;
#line 404
#line 427
uniform highp vec4 _MainTex_ST;
#line 443
#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 404
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 408
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 412
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 416
    o.Alpha = _Opacity;
}
#line 443
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 447
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 451
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    #line 455
    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 "$Globals" 160 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  mediump vec3 tmpvar_16;
  tmpvar_16 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_18;
  atten_18 = (texture2D (_LightTextureB0, vec2(tmpvar_17)).w * textureCube (_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_6);
  highp vec3 tmpvar_25;
  tmpvar_25 = ((((tmpvar_4 * _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_7 + (((_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 { "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 _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  mediump vec3 tmpvar_16;
  tmpvar_16 = normalize(xlv_TEXCOORD1);
  lightDir_2 = tmpvar_16;
  highp float tmpvar_17;
  tmpvar_17 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3);
  lowp float atten_18;
  atten_18 = (texture2D (_LightTextureB0, vec2(tmpvar_17)).w * textureCube (_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_6);
  highp vec3 tmpvar_25;
  tmpvar_25 = ((((tmpvar_4 * _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_7 + (((_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 { "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 "$Globals" 160 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecedihhgmhfcebabhkfibdbapddmbehbcbooabaaaaaadiakaaaaaeaaaaaa
daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp
meacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa
aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaeaaabaaagaaaaaaaaaa
acaaaaaaabaaahaaaaaaaaaaadaaaaaaaeaaaiaaaaaaaaaaadaaamaaajaaamaa
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pcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa
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apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaa
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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 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 410
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 float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 396
#line 419
uniform highp vec4 _MainTex_ST;
#line 435
#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 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 431
    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 390
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 410
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 float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 396
#line 419
uniform highp vec4 _MainTex_ST;
#line 435
#line 351
lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) {
    mediump vec3 h = normalize((lightDir + viewDir));
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 355
    highp float nh = max( 0.0, dot( s.Normal, h));
    highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    lowp vec4 c;
    c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
    #line 359
    c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
    return c;
}
#line 396
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 400
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 404
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 408
    o.Alpha = _Opacity;
}
#line 435
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 439
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 443
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    #line 447
    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 "$Globals" 160 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp float atten_16;
  atten_16 = texture2D (_LightTexture0, xlv_TEXCOORD3).w;
  lowp vec4 c_17;
  highp float nh_18;
  lowp float tmpvar_19;
  tmpvar_19 = max (0.0, lightDir_2.z);
  mediump float tmpvar_20;
  tmpvar_20 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).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_6);
  highp vec3 tmpvar_23;
  tmpvar_23 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * (atten_16 * 2.0));
  c_17.xyz = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_22) * atten_16));
  c_17.w = tmpvar_24;
  c_1.xyz = c_17.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 _MainTex;
uniform mediump float _Shininess;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _SpecColor;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp 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);
  color_9 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_8 = tmpvar_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lightDir_2 = xlv_TEXCOORD1;
  lowp float atten_16;
  atten_16 = texture2D (_LightTexture0, xlv_TEXCOORD3).w;
  lowp vec4 c_17;
  highp float nh_18;
  lowp float tmpvar_19;
  tmpvar_19 = max (0.0, lightDir_2.z);
  mediump float tmpvar_20;
  tmpvar_20 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).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_6);
  highp vec3 tmpvar_23;
  tmpvar_23 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * (atten_16 * 2.0));
  c_17.xyz = tmpvar_23;
  highp float tmpvar_24;
  tmpvar_24 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_22) * atten_16));
  c_17.w = tmpvar_24;
  c_1.xyz = c_17.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 "$Globals" 160 // 160 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 144 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
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jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa
afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaadaaaaaa
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acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 409
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 float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 395
#line 418
uniform highp vec4 _MainTex_ST;
#line 434
#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 419
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 422
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    #line 426
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    #line 430
    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 389
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 409
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 float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 395
#line 418
uniform highp vec4 _MainTex_ST;
#line 434
#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 395
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 399
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 403
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 407
    o.Alpha = _Opacity;
}
#line 434
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 438
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    #line 442
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    #line 446
    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 "$Globals" 160 // 116 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$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 "$Globals" 160 // 116 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$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 "$Globals" 96 // 52 used size, 8 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
BindCB "$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 "$Globals" 96 // 52 used size, 8 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
BindCB "$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 "$Globals" 160 // 116 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$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
eefiecedahkojoodaphcfdldpmpnfmhgplihcgflabaaaaaaeaafaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcdiaeaaaaeaaaaaaaaoabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa
acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa
ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadpcbabaaa
aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa
aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa
acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa
aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa
egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa
aaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaa
aaaaaaaadeaaaaakjcaabaaaaaaaaaaaagambaaaaaaaaaaaaceaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed
diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa
abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa
abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa
aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaaaaaaaaaa
agaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa
abaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaaoaaaaahdcaabaaaabaaaaaa
egbabaaaaeaaaaaapgbpbaaaaeaaaaaaaaaaaaakdcaabaaaabaaaaaaegaabaaa
abaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaajpcaabaaa
abaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadbaaaaah
icaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaaeaaaaaaabaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahicaabaaaaaaaaaaa
dkaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaa
aeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaagaabaaaabaaaaaa
eghobaaaacaaaaaaaagabaaaabaaaaaaapaaaaahicaabaaaaaaaaaaapgapbaaa
aaaaaaaaagaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaa
egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab
"
}

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 "$Globals" 160 // 116 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$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 "$Globals" 160 // 116 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$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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"
}

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 "$Globals" 160 // 116 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$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 "$Globals" 160 // 116 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$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 "$Globals" 160 // 116 used size, 9 vars
Vector 16 [_LightColor0] 4
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
BindCB "$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 mediump float _Shininess;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 worldN_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  mediump float rim_5;
  highp float tmpvar_6;
  tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  tmpvar_4 = tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD0.z;
  worldN_2.x = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = xlv_TEXCOORD1.z;
  worldN_2.y = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = xlv_TEXCOORD2.z;
  worldN_2.z = tmpvar_11;
  res_1.xyz = ((worldN_2 * 0.5) + 0.5);
  res_1.w = _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 mediump float _Shininess;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 worldN_2;
  highp vec3 tmpvar_3;
  lowp vec3 tmpvar_4;
  mediump float rim_5;
  highp float tmpvar_6;
  tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0));
  rim_5 = tmpvar_6;
  highp vec3 tmpvar_7;
  tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w);
  tmpvar_4 = tmpvar_7;
  highp vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD0.z;
  worldN_2.x = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = xlv_TEXCOORD1.z;
  worldN_2.y = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = xlv_TEXCOORD2.z;
  worldN_2.z = tmpvar_11;
  res_1.xyz = ((worldN_2 * 0.5) + 0.5);
  res_1.w = _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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"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
#line 415
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 419
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w);
    o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w);
    #line 423
    o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w);
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 415
#line 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 426
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 428
    Input surfIN;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 432
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 436
    lowp vec3 worldN;
    worldN.x = dot( IN.TtoW0, o.Normal);
    worldN.y = dot( IN.TtoW1, o.Normal);
    worldN.z = dot( IN.TtoW2, o.Normal);
    #line 440
    o.Normal = worldN;
    lowp vec4 res;
    res.xyz = ((o.Normal * 0.5) + 0.5);
    res.w = o.Specular;
    #line 444
    return res;
}
in highp vec3 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.TtoW0 = vec3(xlv_TEXCOORD0);
    xlt_IN.TtoW1 = vec3(xlv_TEXCOORD1);
    xlt_IN.TtoW2 = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 1
//   opengl - ALU: 5 to 5, TEX: 0 to 0
//   d3d9 - ALU: 6 to 6
//   d3d11 - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { }
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 "$Globals" 80 // 52 used size, 7 vars
Float 48 [_Shininess]
BindCB "$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 "$Globals" 80 // 52 used size, 7 vars
Float 48 [_Shininess]
BindCB "$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: 24 to 41
//   d3d9 - ALU: 25 to 42
//   d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
"!!ARBvp1.0
# 41 ALU
PARAM c[24] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..23] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.x, R1, c[18];
DP4 R3.y, R1, c[19];
ADD R2.xyz, R2, R3;
MAD R0.w, R0.x, R0.x, -R0.y;
MUL R3.xyz, R0.w, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
ADD result.texcoord[3].xyz, R2, R3;
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[22].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
END
# 41 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 9 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
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);
  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;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_17.w;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_18;
  lowp vec4 c_19;
  lowp float spec_20;
  mediump float tmpvar_21;
  tmpvar_21 = (tmpvar_17.w * tmpvar_6);
  spec_20 = tmpvar_21;
  mediump vec3 tmpvar_22;
  tmpvar_22 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_20));
  c_19.xyz = tmpvar_22;
  c_19.w = (tmpvar_7 + (spec_20 * _SpecColor.w));
  c_2 = c_19;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_17.w;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_18;
  lowp vec4 c_19;
  lowp float spec_20;
  mediump float tmpvar_21;
  tmpvar_21 = (tmpvar_17.w * tmpvar_6);
  spec_20 = tmpvar_21;
  mediump vec3 tmpvar_22;
  tmpvar_22 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_20));
  c_19.xyz = tmpvar_22;
  c_19.w = (tmpvar_7 + (spec_20 * _SpecColor.w));
  c_2 = c_19;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 9 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
eefiecedobpmbccjbhppilnmjnmjjjnfljceendeabaaaaaalaakaaaaaeaaaaaa
daaaaaaakiadaaaaeiajaaaabaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp
aaadaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaafaa
abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaabcaaahaaaeaaaaaaaaaa
adaaaaaaaeaaalaaaaaaaaaaadaaamaaadaaapaaaaaaaaaaadaabaaaafaabcaa
aaaaaaaaaaaaaaaaaaacpoppfbaaaaafbhaaapkaaaaaaadpaaaaiadpaaaaaaaa
aaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaac
afaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoeja
abaaoekaabaaookaafaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaaeaaaaapia
alaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkjaaaaaoeia
aeaaaaaeaaaaapiaaoaaoekaaaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffia
adaaaakaafaaaaadabaaaiiaabaaaaiabhaaaakaafaaaaadabaaafiaaaaapeia
bhaaaakaacaaaaadacaaadoaabaakkiaabaaomiaafaaaaadabaaahiaacaaoeja
bgaappkaafaaaaadacaaahiaabaaffiabaaaoekaaeaaaaaeabaaaliaapaakeka
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hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
aaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa
akaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaak
hccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
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afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaa
imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 432
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 420
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 424
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 432
#line 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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 432
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 436
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 440
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 444
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    light.xyz += IN.vlight;
    #line 448
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_15;
  tmpvar_15 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_16;
  tmpvar_16 = color_12.xyz;
  tmpvar_7 = tmpvar_16;
  tmpvar_8 = tmpvar_15;
  highp float tmpvar_17;
  tmpvar_17 = color_12.w;
  tmpvar_9 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_18;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_20.w;
  highp float tmpvar_21;
  tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_23;
  light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_24;
  lowp float spec_25;
  mediump float tmpvar_26;
  tmpvar_26 = (tmpvar_20.w * tmpvar_9);
  spec_25 = tmpvar_26;
  mediump vec3 tmpvar_27;
  tmpvar_27 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_25));
  c_24.xyz = tmpvar_27;
  c_24.w = (tmpvar_10 + (spec_25 * _SpecColor.w));
  c_2 = c_24;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_15;
  tmpvar_15 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_16;
  tmpvar_16 = color_12.xyz;
  tmpvar_7 = tmpvar_16;
  tmpvar_8 = tmpvar_15;
  highp float tmpvar_17;
  tmpvar_17 = color_12.w;
  tmpvar_9 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_18;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_20.w;
  lowp vec4 tmpvar_21;
  tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_23;
  tmpvar_23 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz);
  lmFull_4 = tmpvar_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz);
  lmIndirect_3 = tmpvar_25;
  light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_26;
  lowp float spec_27;
  mediump float tmpvar_28;
  tmpvar_28 = (tmpvar_20.w * tmpvar_9);
  spec_27 = tmpvar_28;
  mediump vec3 tmpvar_29;
  tmpvar_29 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_27));
  c_26.xyz = tmpvar_29;
  c_26.w = (tmpvar_10 + (spec_27 * _SpecColor.w));
  c_2 = c_26;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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aaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffied
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}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 437
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    #line 421
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 425
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 429
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 437
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 441
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 445
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 449
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    #line 453
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    #line 457
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    #line 461
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_18;
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_17;
  highp float nh_20;
  mat3 tmpvar_21;
  tmpvar_21[0].x = 0.816497;
  tmpvar_21[0].y = -0.408248;
  tmpvar_21[0].z = -0.408248;
  tmpvar_21[1].x = 0.0;
  tmpvar_21[1].y = 0.707107;
  tmpvar_21[1].z = -0.707107;
  tmpvar_21[2].x = 0.57735;
  tmpvar_21[2].y = 0.57735;
  tmpvar_21[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_22;
  mediump vec3 lm_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_23 = tmpvar_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_22 = tmpvar_25;
  lm_23 = (lm_23 * dot (clamp ((tmpvar_21 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_22));
  vec3 v_26;
  v_26.x = tmpvar_21[0].x;
  v_26.y = tmpvar_21[1].x;
  v_26.z = tmpvar_21[2].x;
  vec3 v_27;
  v_27.x = tmpvar_21[0].y;
  v_27.y = tmpvar_21[1].y;
  v_27.z = tmpvar_21[2].y;
  vec3 v_28;
  v_28.x = tmpvar_21[0].z;
  v_28.y = tmpvar_21[1].z;
  v_28.z = tmpvar_21[2].z;
  mediump float tmpvar_29;
  tmpvar_29 = max (0.0, normalize((normalize((((scalePerBasisVector_22.x * v_26) + (scalePerBasisVector_22.y * v_27)) + (scalePerBasisVector_22.z * v_28))) + viewDir_19)).z);
  nh_20 = tmpvar_29;
  mediump float arg1_30;
  arg1_30 = (_Shininess * 128.0);
  highp vec4 tmpvar_31;
  tmpvar_31.xyz = lm_23;
  tmpvar_31.w = pow (nh_20, arg1_30);
  tmpvar_18 = tmpvar_31;
  mediump vec4 tmpvar_32;
  tmpvar_32 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_18);
  light_3 = tmpvar_32;
  lowp vec4 c_33;
  lowp float spec_34;
  mediump float tmpvar_35;
  tmpvar_35 = (tmpvar_32.w * tmpvar_6);
  spec_34 = tmpvar_35;
  mediump vec3 tmpvar_36;
  tmpvar_36 = ((tmpvar_4 * tmpvar_32.xyz) + ((tmpvar_32.xyz * _SpecColor.xyz) * spec_34));
  c_33.xyz = tmpvar_36;
  c_33.w = (tmpvar_7 + (spec_34 * _SpecColor.w));
  c_2 = c_33;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_16;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp vec3 tmpvar_19;
  tmpvar_19 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_20;
  mediump vec3 viewDir_21;
  viewDir_21 = tmpvar_19;
  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_17.w) * tmpvar_17.xyz);
  lm_25 = tmpvar_26;
  lowp vec3 tmpvar_27;
  tmpvar_27 = ((8.0 * tmpvar_18.w) * tmpvar_18.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_21)).z);
  nh_22 = tmpvar_31;
  mediump float arg1_32;
  arg1_32 = (_Shininess * 128.0);
  highp vec4 tmpvar_33;
  tmpvar_33.xyz = lm_25;
  tmpvar_33.w = pow (nh_22, arg1_32);
  tmpvar_20 = tmpvar_33;
  mediump vec4 tmpvar_34;
  tmpvar_34 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_20);
  light_3 = tmpvar_34;
  lowp vec4 c_35;
  lowp float spec_36;
  mediump float tmpvar_37;
  tmpvar_37 = (tmpvar_34.w * tmpvar_6);
  spec_36 = tmpvar_37;
  mediump vec3 tmpvar_38;
  tmpvar_38 = ((tmpvar_4 * tmpvar_34.xyz) + ((tmpvar_34.xyz * _SpecColor.xyz) * spec_36));
  c_35.xyz = tmpvar_38;
  c_35.w = (tmpvar_7 + (spec_36 * _SpecColor.w));
  c_2 = c_35;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 432
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    #line 420
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 424
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 432
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 435
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 437
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 441
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 445
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 449
    light = (-log2(light));
    mediump vec3 specColor;
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    #line 453
    mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor);
    light += lm;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    #line 457
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 9 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
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);
  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;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_17.w;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_18;
  lowp vec4 c_19;
  lowp float spec_20;
  mediump float tmpvar_21;
  tmpvar_21 = (tmpvar_17.w * tmpvar_6);
  spec_20 = tmpvar_21;
  mediump vec3 tmpvar_22;
  tmpvar_22 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_20));
  c_19.xyz = tmpvar_22;
  c_19.w = (tmpvar_7 + (spec_20 * _SpecColor.w));
  c_2 = c_19;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_17.w;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_18;
  lowp vec4 c_19;
  lowp float spec_20;
  mediump float tmpvar_21;
  tmpvar_21 = (tmpvar_17.w * tmpvar_6);
  spec_20 = tmpvar_21;
  mediump vec3 tmpvar_22;
  tmpvar_22 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_20));
  c_19.xyz = tmpvar_22;
  c_19.w = (tmpvar_7 + (spec_20 * _SpecColor.w));
  c_2 = c_19;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 96 used size, 9 vars
Vector 80 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 38 instructions, 4 temp regs, 0 temp arrays:
// ALU 22 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
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hccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaa
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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 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 432
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 417
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 420
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 424
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 432
#line 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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 432
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 436
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 440
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 444
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light.xyz += IN.vlight;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    #line 448
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_15;
  tmpvar_15 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_16;
  tmpvar_16 = color_12.xyz;
  tmpvar_7 = tmpvar_16;
  tmpvar_8 = tmpvar_15;
  highp float tmpvar_17;
  tmpvar_17 = color_12.w;
  tmpvar_9 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_18;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_20.w;
  highp float tmpvar_21;
  tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_23;
  light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_24;
  lowp float spec_25;
  mediump float tmpvar_26;
  tmpvar_26 = (tmpvar_20.w * tmpvar_9);
  spec_25 = tmpvar_26;
  mediump vec3 tmpvar_27;
  tmpvar_27 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_25));
  c_24.xyz = tmpvar_27;
  c_24.w = (tmpvar_10 + (spec_25 * _SpecColor.w));
  c_2 = c_24;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_15;
  tmpvar_15 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_16;
  tmpvar_16 = color_12.xyz;
  tmpvar_7 = tmpvar_16;
  tmpvar_8 = tmpvar_15;
  highp float tmpvar_17;
  tmpvar_17 = color_12.w;
  tmpvar_9 = tmpvar_17;
  highp vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_18;
  tmpvar_10 = _Opacity;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_19;
  mediump vec4 tmpvar_20;
  tmpvar_20 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_20.w;
  lowp vec4 tmpvar_21;
  tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_22;
  tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_23;
  tmpvar_23 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz);
  lmFull_4 = tmpvar_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz);
  lmIndirect_3 = tmpvar_25;
  light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_26;
  lowp float spec_27;
  mediump float tmpvar_28;
  tmpvar_28 = (tmpvar_20.w * tmpvar_9);
  spec_27 = tmpvar_28;
  mediump vec3 tmpvar_29;
  tmpvar_29 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_27));
  c_26.xyz = tmpvar_29;
  c_26.w = (tmpvar_10 + (spec_27 * _SpecColor.w));
  c_2 = c_26;
  c_2.xyz = (c_2.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityShadows" 2
BindCB "UnityPerDraw" 3
// 35 instructions, 3 temp regs, 0 temp arrays:
// ALU 17 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
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akbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaa
adaaaaaaagaaaaaackbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaa
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abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
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abaaaaaaamadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa
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aaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffied
epepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 437
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 419
v2f_surf vert_surf( in appdata_full v ) {
    #line 421
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 425
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    #line 429
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 417
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 433
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 437
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 441
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 445
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 449
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 453
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    #line 457
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    #line 461
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 144 // 112 used size, 11 vars
Vector 80 [unity_LightmapST] 4
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityPerDraw" 2
// 23 instructions, 3 temp regs, 0 temp arrays:
// ALU 11 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0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"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_16;
  highp vec3 tmpvar_17;
  tmpvar_17 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_18;
  mediump vec3 viewDir_19;
  viewDir_19 = tmpvar_17;
  highp float nh_20;
  mat3 tmpvar_21;
  tmpvar_21[0].x = 0.816497;
  tmpvar_21[0].y = -0.408248;
  tmpvar_21[0].z = -0.408248;
  tmpvar_21[1].x = 0.0;
  tmpvar_21[1].y = 0.707107;
  tmpvar_21[1].z = -0.707107;
  tmpvar_21[2].x = 0.57735;
  tmpvar_21[2].y = 0.57735;
  tmpvar_21[2].z = 0.57735;
  mediump vec3 scalePerBasisVector_22;
  mediump vec3 lm_23;
  lowp vec3 tmpvar_24;
  tmpvar_24 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_23 = tmpvar_24;
  lowp vec3 tmpvar_25;
  tmpvar_25 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  scalePerBasisVector_22 = tmpvar_25;
  lm_23 = (lm_23 * dot (clamp ((tmpvar_21 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_22));
  vec3 v_26;
  v_26.x = tmpvar_21[0].x;
  v_26.y = tmpvar_21[1].x;
  v_26.z = tmpvar_21[2].x;
  vec3 v_27;
  v_27.x = tmpvar_21[0].y;
  v_27.y = tmpvar_21[1].y;
  v_27.z = tmpvar_21[2].y;
  vec3 v_28;
  v_28.x = tmpvar_21[0].z;
  v_28.y = tmpvar_21[1].z;
  v_28.z = tmpvar_21[2].z;
  mediump float tmpvar_29;
  tmpvar_29 = max (0.0, normalize((normalize((((scalePerBasisVector_22.x * v_26) + (scalePerBasisVector_22.y * v_27)) + (scalePerBasisVector_22.z * v_28))) + viewDir_19)).z);
  nh_20 = tmpvar_29;
  mediump float arg1_30;
  arg1_30 = (_Shininess * 128.0);
  highp vec4 tmpvar_31;
  tmpvar_31.xyz = lm_23;
  tmpvar_31.w = pow (nh_20, arg1_30);
  tmpvar_18 = tmpvar_31;
  mediump vec4 tmpvar_32;
  tmpvar_32 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_18);
  light_3 = tmpvar_32;
  lowp vec4 c_33;
  lowp float spec_34;
  mediump float tmpvar_35;
  tmpvar_35 = (tmpvar_32.w * tmpvar_6);
  spec_34 = tmpvar_35;
  mediump vec3 tmpvar_36;
  tmpvar_36 = ((tmpvar_4 * tmpvar_32.xyz) + ((tmpvar_32.xyz * _SpecColor.xyz) * spec_34));
  c_33.xyz = tmpvar_36;
  c_33.w = (tmpvar_7 + (spec_34 * _SpecColor.w));
  c_2 = c_33;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform sampler2D _MainTex;
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);
  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;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_13;
  tmpvar_13 = color_9.xyz;
  tmpvar_4 = tmpvar_13;
  tmpvar_5 = tmpvar_12;
  highp float tmpvar_14;
  tmpvar_14 = color_9.w;
  tmpvar_6 = tmpvar_14;
  highp vec3 tmpvar_15;
  tmpvar_15 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_15;
  tmpvar_7 = _Opacity;
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_16;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_18;
  tmpvar_18 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp vec3 tmpvar_19;
  tmpvar_19 = normalize(xlv_TEXCOORD1);
  mediump vec4 tmpvar_20;
  mediump vec3 viewDir_21;
  viewDir_21 = tmpvar_19;
  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_17.w) * tmpvar_17.xyz);
  lm_25 = tmpvar_26;
  lowp vec3 tmpvar_27;
  tmpvar_27 = ((8.0 * tmpvar_18.w) * tmpvar_18.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_21)).z);
  nh_22 = tmpvar_31;
  mediump float arg1_32;
  arg1_32 = (_Shininess * 128.0);
  highp vec4 tmpvar_33;
  tmpvar_33.xyz = lm_25;
  tmpvar_33.w = pow (nh_22, arg1_32);
  tmpvar_20 = tmpvar_33;
  mediump vec4 tmpvar_34;
  tmpvar_34 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_20);
  light_3 = tmpvar_34;
  lowp vec4 c_35;
  lowp float spec_36;
  mediump float tmpvar_37;
  tmpvar_37 = (tmpvar_34.w * tmpvar_6);
  spec_36 = tmpvar_37;
  mediump vec3 tmpvar_38;
  tmpvar_38 = ((tmpvar_4 * tmpvar_34.xyz) + ((tmpvar_34.xyz * _SpecColor.xyz) * spec_36));
  c_35.xyz = tmpvar_38;
  c_35.w = (tmpvar_7 + (spec_36 * _SpecColor.w));
  c_2 = c_35;
  c_2.xyz = (c_2.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 432
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 90
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
    highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w);
    return (objSpaceCameraPos - v.xyz);
}
#line 418
v2f_surf vert_surf( in appdata_full v ) {
    #line 420
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 424
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w);
    highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal));
    o.viewDir = (rotation * ObjSpaceViewDir( v.vertex));
    #line 428
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; }
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 viewDir;
};
#line 407
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 393
#line 416
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 432
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 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 393
void surf( in Input IN, inout SurfaceOutput o ) {
    highp vec4 color = texture( _MainTex, IN.uv_MainTex);
    highp vec3 normal = vec3( 0.0, 0.0, 1.0);
    #line 397
    mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal)));
    highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w);
    o.Albedo = color.xyz;
    o.Emission = emission;
    #line 401
    o.Gloss = color.w;
    o.Specular = _Shininess;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 405
    o.Alpha = _Opacity;
}
#line 435
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 437
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 441
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 445
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 449
    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 453
    light += lm;
    mediump vec4 c = LightingBlinnPhong_PrePass( o, light);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 17 to 45, TEX: 2 to 4
//   d3d9 - ALU: 18 to 48, TEX: 2 to 4
//   d3d11 - ALU: 14 to 31, TEX: 2 to 4, FLOW: 1 to 1
//   d3d11_9x - ALU: 14 to 31, TEX: 2 to 4, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 21 ALU, 2 TEX
PARAM c[5] = { program.local[0..3],
		{ 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TXP R1, fragment.texcoord[2], texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
DP3 R2.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.w, R2.x;
LG2 R1.w, R1.w;
MUL_SAT R2.w, R2, fragment.texcoord[1].z;
MUL R0.w, R0, -R1;
ADD R2.w, -R2, c[4].x;
POW R1.w, R2.w, c[2].x;
LG2 R1.x, R1.x;
LG2 R1.y, R1.y;
LG2 R1.z, R1.z;
ADD R1.xyz, -R1, fragment.texcoord[3];
MUL R2.xyz, R1, c[0];
MUL R2.xyz, R2, R0.w;
MAD R0.xyz, R0, R1, R2;
MUL R3.xyz, R1.w, c[3];
MUL R2.xyz, R3, c[3].w;
MOV R1.x, c[1];
MAD result.color.xyz, R2, c[1].x, R0;
MAD result.color.w, R0, c[0], R1.x;
END
# 21 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"ps_2_0
; 23 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
def c4, 1.00000000, 0, 0, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xyz
texldp r0, t2, s1
texld r2, t0, s0
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 r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r1.x, -r0.z, c4
log_pp r0.x, r0.w
pow_pp r3.x, r1.x, c2.x
mul_pp r0.x, r2.w, -r0
mul_pp r5.xyz, r4, c0
mul_pp r1.xyz, r5, r0.x
mad_pp r4.xyz, r2, r4, r1
mov_pp r2.x, r3.x
mov_pp r1.x, c1
mad_pp r0.w, r0.x, c0, r1.x
mul r2.xyz, r2.x, c3
mul r0.xyz, r2, c3.w
mad_pp r0.xyz, r0, c1.x, r4
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 9 vars
Vector 32 [_SpecColor] 4
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 21 instructions, 4 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 112 // 80 used size, 9 vars
Vector 32 [_SpecColor] 4
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 21 instructions, 4 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
Vector 4 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 32 ALU, 4 TEX
PARAM c[6] = { program.local[0..4],
		{ 8, 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TXP R0, fragment.texcoord[2], texture[1], 2D;
TEX R2, fragment.texcoord[3], texture[2], 2D;
TEX R1, fragment.texcoord[3], texture[3], 2D;
TEX R3, fragment.texcoord[0], texture[0], 2D;
MUL R2.xyz, R2.w, R2;
MUL R1.xyz, R1.w, R1;
MUL R1.xyz, R1, c[5].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[5].x, -R1;
MAD_SAT R1.w, R1, c[4].z, c[4];
MAD R1.xyz, R1.w, R2, R1;
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[5].y;
POW R1.w, R1.w, c[2].x;
MUL R2.xyz, R1.w, c[3];
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 R2.xyz, R2, c[3].w;
MOV R1.x, c[1];
MAD result.color.xyz, R2, c[1].x, R0;
MAD result.color.w, R0, c[0], R1.x;
END
# 32 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 144 // 128 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 31 instructions, 4 temp regs, 0 temp arrays:
// ALU 20 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 144 // 128 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 31 instructions, 4 temp regs, 0 temp arrays:
// ALU 20 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 45 ALU, 4 TEX
PARAM c[9] = { program.local[0..4],
		{ 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;
TXP R1, fragment.texcoord[2], texture[1], 2D;
TEX R3, fragment.texcoord[3], texture[3], 2D;
TEX R2, fragment.texcoord[3], texture[2], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
MUL R3.xyz, R3.w, R3;
MUL R3.xyz, R3, c[5].z;
MUL R4.xyz, R3.y, c[8];
MAD R4.xyz, R3.x, c[7], R4;
MAD R4.xyz, R3.z, c[6], R4;
DP3 R3.w, R4, R4;
RSQ R4.w, R3.w;
MUL R2.xyz, R2.w, R2;
DP3 R3.x, R3, c[5].y;
MUL R2.xyz, R2, R3.x;
DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1];
MOV R2.w, c[6];
DP3 R3.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R3.w, R3.w;
MUL R4.xyz, R4.w, R4;
MAD R4.xyz, fragment.texcoord[1], R3.w, R4;
DP3 R3.w, R4, R4;
RSQ R3.w, R3.w;
MUL R3.w, R3, R4.z;
MUL R2.xyz, R2, c[5].z;
RSQ R3.x, R3.x;
MAX R3.w, R3, c[5];
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_SAT R2.w, R3.x, fragment.texcoord[1].z;
MUL R2.xyz, R1, c[0];
MUL R0.w, R0, R1;
MUL R3.xyz, R2, R0.w;
ADD R2.w, -R2, c[5].x;
POW R1.w, R2.w, c[3].x;
MUL R2.xyz, R1.w, c[4];
MAD R0.xyz, R0, R1, R3;
MUL R1.xyz, R2, c[4].w;
MOV R1.w, c[2].x;
MAD result.color.xyz, R1, c[2].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 45 instructions, 5 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 144 // 80 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 43 instructions, 5 temp regs, 0 temp arrays:
// ALU 31 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 144 // 80 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 43 instructions, 5 temp regs, 0 temp arrays:
// ALU 31 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
eefiecedmjhhfcdfnmhbecaldkhnckbkonajefbiabaaaaaakeakaaaaaeaaaaaa
daaaaaaaaaaeaaaanaajaaaahaakaaaaebgpgodjmiadaaaamiadaaaaaaacpppp
iiadaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaaaaaaaaa
abababaaacacacaaadadadaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaaf
adaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaafbaaaaafaeaaapkaolaffbdp
aaaaaaaadkmnbddpaaaaaaaafbaaaaafafaaapkaomafnblopdaedfdpdkmnbddp
aaaaaaedfbaaaaafagaaapkaolafnblopdaedflpdkmnbddpaaaaaaaabpaaaaac
aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaaapla
bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja
acaiapkabpaaaaacaaaaaajaadaiapkaabaaaaacaaaaadiaaaaabllaagaaaaac
aaaaaeiaacaapplaafaaaaadabaaadiaaaaakkiaacaaoelaecaaaaadacaacpia
aaaaoeiaadaioekaecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadabaacpia
abaaoeiaabaioekaecaaaaadadaacpiaaaaaoelaaaaioekaafaaaaadacaaciia
acaappiaadaaffkaafaaaaadacaachiaacaaoeiaacaappiaafaaaaadaeaaahia
acaaffiaafaaoekaaeaaaaaeaeaaahiaacaaaaiaaeaaoekaaeaaoeiaaeaaaaae
aeaaahiaacaakkiaagaaoekaaeaaoeiaaiaaaaadaeaaciiaadaakkkaacaaoeia
aiaaaaadacaaabiaaeaaoeiaaeaaoeiaahaaaaacacaaabiaacaaaaiaaiaaaaad
acaaaciaabaaoelaabaaoelaahaaaaacacaaaciaacaaffiaafaaaaadafaachia
acaaffiaabaaoelaafaaaaadafaabiiaacaaffiaabaakklaacaaaaadafaaciia
afaappibadaaaakacaaaaaadacaaaciaafaappiaabaakkkaafaaaaadacaaaoia
acaaffiaacaablkaafaaaaadacaacoiaacaaoeiaacaappkaaeaaaaaeaeaachia
aeaaoeiaacaaaaiaafaaoeiaaiaaaaadacaacbiaaeaaoeiaaeaaoeiaahaaaaac
acaacbiaacaaaaiaafaaaaadacaacbiaacaaaaiaaeaakkiaalaaaaadaeaaabia
acaaaaiaadaappkaabaaaaacafaaadiaabaaoekaafaaaaadacaaabiaafaaaaia
afaappkacaaaaaadagaaciiaaeaaaaiaacaaaaiaafaaaaadaaaaciiaaaaappia
adaaffkaafaaaaadaaaachiaaaaaoeiaaaaappiaafaaaaadagaachiaaeaappia
aaaaoeiaapaaaaacaaaacbiaabaaaaiaapaaaaacaaaacciaabaaffiaapaaaaac
aaaaceiaabaakkiaapaaaaacaaaaciiaabaappiaacaaaaadaaaacpiaagaaoeia
aaaaoeibafaaaaadabaachiaaaaaoeiaaaaaoekaafaaaaadaaaaciiaadaappia
aaaappiaafaaaaadabaachiaaaaappiaabaaoeiaaeaaaaaeaeaaciiaaaaappia
aaaappkaafaaffiaaeaaaaaeaaaachiaadaaoeiaaaaaoeiaabaaoeiaaeaaaaae
aeaachiaacaabliaabaaffkaaaaaoeiaabaaaaacaaaicpiaaeaaoeiappppaaaa
fdeieefcmiafaaaaeaaaaaaahcabaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa
fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa
acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa
fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa
fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad
mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaaefaaaaajpcaabaaaaaaaaaaa
ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa
egacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaa
aaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaa
abaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaa
egacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaa
olafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaa
aaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaa
baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaf
ccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaa
acaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaa
diaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaaj
ocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaa
dgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaa
akaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaa
akaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaackiacaaa
aaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai
hcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaabaaaaaah
ccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaa
aaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa
dkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaa
aaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaa
aaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaa
aaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaacaaaaaa
bkaabaaaaaaaaaaaaoaaaaahgcaabaaaaaaaaaaaagbbbaaaadaaaaaapgbpbaaa
adaaaaaaefaaaaajpcaabaaaadaaaaaajgafbaaaaaaaaaaaeghobaaaabaaaaaa
aagabaaaabaaaaaacpaaaaafpcaabaaaadaaaaaadgajbaaaadaaaaaaefaaaaaj
pcaabaaaaeaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa
diaaaaahccaabaaaaaaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaah
ocaabaaaaaaaaaaaagajbaaaaeaaaaaafgafbaaaaaaaaaaadiaaaaahocaabaaa
acaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaaaaaaaaaipcaabaaaaaaaaaaa
egaobaaaacaaaaaaegaobaiaebaaaaaaadaaaaaadiaaaaaihcaabaaaacaaaaaa
jgahbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaa
egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaa
aaaaaaaaegaobaaaaaaaaaaadgajbaaaadaaaaaadcaaaaajocaabaaaaaaaaaaa
agajbaaaacaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaa
aaaaaaaaakaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaa
adaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaa
adaaaaaajgahbaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa
abaaaaaaamamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa
caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf
heaaklkl"
}

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

SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_SpecColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 17 ALU, 2 TEX
PARAM c[5] = { program.local[0..3],
		{ 1 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TXP R1, fragment.texcoord[2], texture[1], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
DP3 R2.x, fragment.texcoord[1], fragment.texcoord[1];
MUL R0.w, R0, R1;
RSQ R2.x, R2.x;
MUL_SAT R1.w, R2.x, fragment.texcoord[1].z;
ADD R1.xyz, R1, fragment.texcoord[3];
MUL R2.xyz, R1, c[0];
MUL R2.xyz, R2, R0.w;
MAD R0.xyz, R0, R1, R2;
ADD R1.w, -R1, c[4].x;
POW R1.w, R1.w, c[2].x;
MUL R3.xyz, R1.w, c[3];
MUL R2.xyz, R3, c[3].w;
MOV R1.x, c[1];
MAD result.color.xyz, R2, c[1].x, R0;
MAD result.color.w, R0, c[0], R1.x;
END
# 17 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 112 // 80 used size, 9 vars
Vector 32 [_SpecColor] 4
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 20 instructions, 4 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 112 // 80 used size, 9 vars
Vector 32 [_SpecColor] 4
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
// 20 instructions, 4 temp regs, 0 temp arrays:
// ALU 14 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_SpecColor]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
Vector 4 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 28 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c5, 1.00000000, 8.00000000, 0, 0
dcl t0.xy
dcl t1.xyz
dcl t2
dcl t3.xy
dcl t4
texld r2, t0, s0
texldp r1, t2, s1
texld r0, t3, s2
texld r3, t3, s3
mul_pp r4.xyz, r0.w, r0
dp4 r0.x, t4, t4
mul_pp r3.xyz, r3.w, r3
mul_pp r3.xyz, r3, c5.y
rsq r0.x, r0.x
rcp r0.x, r0.x
mad_pp r4.xyz, r4, c5.y, -r3
mad_sat r0.x, r0, c4.z, c4.w
mad_pp r3.xyz, r0.x, r4, r3
add_pp r3.xyz, r1, r3
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r1.x, -r0.z, c5
pow_pp r4.x, r1.x, c2.x
mul_pp r0.x, r2.w, r1.w
mul_pp r5.xyz, r3, c0
mul_pp r1.xyz, r5, r0.x
mad_pp r3.xyz, r2, r3, r1
mov_pp r2.x, r4.x
mov_pp r1.x, c1
mad_pp r0.w, r0.x, c0, r1.x
mul r2.xyz, r2.x, c3
mul r0.xyz, r2, c3.w
mad_pp r0.xyz, r0, c1.x, r3
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 144 // 128 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 30 instructions, 4 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 144 // 128 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
Vector 112 [unity_LightmapFade] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 30 instructions, 4 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 4 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_SpecColor]
Float 1 [_Shininess]
Float 2 [_Opacity]
Float 3 [_RimFalloff]
Vector 4 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 41 ALU, 4 TEX
PARAM c[9] = { program.local[0..4],
		{ 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 R3, fragment.texcoord[3], texture[3], 2D;
TEX R2, fragment.texcoord[3], texture[2], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
TXP R1, fragment.texcoord[2], texture[1], 2D;
MUL R3.xyz, R3.w, R3;
MUL R3.xyz, R3, c[5].z;
MUL R4.xyz, R3.y, c[8];
MAD R4.xyz, R3.x, c[7], R4;
MAD R4.xyz, R3.z, c[6], R4;
DP3 R3.w, R4, R4;
RSQ R4.w, R3.w;
MUL R2.xyz, R2.w, R2;
DP3 R3.x, R3, c[5].y;
MUL R2.xyz, R2, R3.x;
DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1];
MUL R3.xyz, R2, c[5].z;
DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R2.x, R2.w;
MUL_SAT R2.w, R2.x, fragment.texcoord[1].z;
RSQ R3.w, R3.w;
MUL R4.xyz, R4.w, R4;
MAD R4.xyz, fragment.texcoord[1], R3.w, R4;
DP3 R3.w, R4, R4;
RSQ R4.x, R3.w;
MOV R3.w, c[6];
MUL R4.y, R3.w, c[1].x;
MUL R4.x, R4, R4.z;
MAX R3.w, R4.x, c[5];
POW R3.w, R3.w, R4.y;
ADD R1, R1, R3;
MUL R2.xyz, R1, c[0];
MUL R0.w, R0, R1;
MUL R3.xyz, R2, R0.w;
ADD R2.w, -R2, c[5].x;
POW R1.w, R2.w, c[3].x;
MUL R2.xyz, R1.w, c[4];
MAD R0.xyz, R0, R1, R3;
MUL R1.xyz, R2, c[4].w;
MOV R1.w, c[2].x;
MAD result.color.xyz, R1, c[2].x, R0;
MAD result.color.w, R0, c[0], R1;
END
# 41 instructions, 5 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 144 // 80 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 42 instructions, 5 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 { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 144 // 80 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 48 [_Shininess]
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
SetTexture 2 [unity_Lightmap] 2D 2
SetTexture 3 [unity_LightmapInd] 2D 3
// 42 instructions, 5 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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jgafbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaa
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ccaabaaaaaaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaa
aaaaaaaaagajbaaaaeaaaaaafgafbaaaaaaaaaaadiaaaaahocaabaaaacaaaaaa
agaabaaaaaaaaaaafgaobaaaaaaaaaaaaaaaaaahpcaabaaaaaaaaaaaegaobaaa
acaaaaaadgajbaaaadaaaaaadiaaaaaihcaabaaaacaaaaaajgahbaaaaaaaaaaa
egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa
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agaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaaakaabaaa
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hccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaadaaaaaajgahbaaa
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abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaa
imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaa
aaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffied
epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

}
	}

#LINE 59

	}
	Fallback "Specular"
}