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

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 8 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 "$Globals" 112 // 112 used size, 8 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecednpppcelcmckpldkgicbgliaoegipflhdabaaaaaagialaaaaaeaaaaaa
daaaaaaapaadaaaaaaakaaaamiakaaaaebgpgodjliadaaaaliadaaaaaaacpopp
dmadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaagaa
abaaabaaaaaaaaaaabaaaeaaabaaacaaaaaaaaaaacaaaaaaabaaadaaaaaaaaaa
acaabcaaahaaaeaaaaaaaaaaadaaaaaaaeaaalaaaaaaaaaaadaaamaaadaaapaa
aaaaaaaaadaabaaaafaabcaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafbhaaapka
aaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac
afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja
aeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapiaadaaoeka
afaaaaadabaaahiaaaaaffiabdaaoekaaeaaaaaeabaaahiabcaaoekaaaaaaaia
abaaoeiaaeaaaaaeaaaaahiabeaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahia
bfaaoekaaaaappiaaaaaoeiaaiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaac
abaaahiaacaaoejaafaaaaadacaaahiaabaanciaabaamjjaaeaaaaaeabaaahia
abaamjiaabaancjaacaaoeibafaaaaadabaaahiaabaaoeiaabaappjaaiaaaaad
acaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoejaaaaaoeiaabaaaaac
aaaaahiaacaaoekaafaaaaadacaaahiaaaaaffiabdaaoekaaeaaaaaeaaaaalia
bcaakekaaaaaaaiaacaakeiaaeaaaaaeaaaaahiabeaaoekaaaaakkiaaaaapeia
acaaaaadaaaaahiaaaaaoeiabfaaoekaaeaaaaaeaaaaahiaaaaaoeiabgaappka
aaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeiaaiaaaaadabaaacoaabaaoeia
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bgaappkaafaaaaadabaaahiaaaaaffiabaaaoekaaeaaaaaeaaaaaliaapaakeka
aaaaaaiaabaakeiaaeaaaaaeaaaaahiabbaaoekaaaaakkiaaaaapeiaabaaaaac
aaaaaiiabhaaaakaajaaaaadabaaabiaaeaaoekaaaaaoeiaajaaaaadabaaacia
afaaoekaaaaaoeiaajaaaaadabaaaeiaagaaoekaaaaaoeiaafaaaaadacaaapia
aaaacjiaaaaakeiaajaaaaadadaaabiaahaaoekaacaaoeiaajaaaaadadaaacia
aiaaoekaacaaoeiaajaaaaadadaaaeiaajaaoekaacaaoeiaacaaaaadabaaahia
abaaoeiaadaaoeiaafaaaaadaaaaaciaaaaaffiaaaaaffiaaeaaaaaeaaaaabia
aaaaaaiaaaaaaaiaaaaaffibaeaaaaaeadaaahoaakaaoekaaaaaaaiaabaaoeia
afaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaaeaaaaapiaalaaoekaaaaaaaja
aaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia
aoaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeia
abaaaaacaaaaammaaaaaoeiappppaaaafdeieefcaiagaaaaeaaaabaaicabaaaa
fjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaa
fjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaa
fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaa
acaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa
gfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaa
adaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaaipcaabaaa
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dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaa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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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 432
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 433
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 436
    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 440
    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 444
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    #line 448
    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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 432
uniform highp vec4 _MainTex_ST;
#line 387
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    #line 389
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    #line 393
    return c;
}
#line 409
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 413
    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 * color.xyz);
    o.Emission = emission;
    #line 417
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 421
    o.Alpha = _Opacity;
}
#line 450
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 452
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 456
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 460
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    #line 464
    c = LightingUnlit( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 128 // 128 used size, 9 vars
Vector 96 [unity_LightmapST] 4
Vector 112 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 highp vec4 _Color;
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.xyz * 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 highp vec4 _Color;
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.xyz * 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 "$Globals" 128 // 128 used size, 9 vars
Vector 96 [unity_LightmapST] 4
Vector 112 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecedeadjahkmaejkfkhipimbcholdmebhhdpabaaaaaaliagaaaaaeaaaaaa
daaaaaaaeaacaaaagiafaaaadaagaaaaebgpgodjaiacaaaaaiacaaaaaaacpopp
laabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaagaa
acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaaeaaaeaaaaaaaaaa
acaabaaaafaaaiaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja
bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia
adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka
acaaookaaeaaaaaeaaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahia
adaaoekaafaaaaadabaaahiaaaaaffiaajaaoekaaeaaaaaeaaaaaliaaiaakeka
aaaaaaiaabaakeiaaeaaaaaeaaaaahiaakaaoekaaaaakkiaaaaapeiaacaaaaad
aaaaahiaaaaaoeiaalaaoekaaeaaaaaeaaaaahiaaaaaoeiaamaappkaaaaaoejb
aiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaad
acaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeib
afaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeia
aiaaaaadabaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaafaaoeka
aeaaaaaeaaaaapiaaeaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaagaaoeka
aaaakkjaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaappjaaaaaoeiaaeaaaaae
aaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaa
fdeieefccaadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa
fjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaa
fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaa
acaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaae
pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaa
abaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa
aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa
aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa
dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa
pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa
adaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadcaaaaal
mccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaagaaaaaakgiocaaa
aaaaaaaaagaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa
acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa
egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa
pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa
egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa
baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa
abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa
abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaa
bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaa
beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa
aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa
egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa
giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa
abaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}

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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 448
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 433
v2f_surf vert_surf( in appdata_full v ) {
    #line 435
    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 439
    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 443
    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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 431
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 448
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 409
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 413
    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 * color.xyz);
    o.Emission = emission;
    #line 417
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 421
    o.Alpha = _Opacity;
}
#line 449
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 452
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 456
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 460
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 464
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * lm);
    c.w = o.Alpha;
    c.xyz += o.Emission;
    #line 468
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 9 vars
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 "$Globals" 176 // 176 used size, 9 vars
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecedfapbhmildphgoapckdjjdbpfciffapnoabaaaaaageamaaaaaeaaaaaa
daaaaaaadmaeaaaaoeakaaaakmalaaaaebgpgodjaeaeaaaaaeaeaaaaaaacpopp
iiadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaakaa
abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa
acaabcaaahaaafaaaaaaaaaaadaaaaaaaeaaamaaaaaaaaaaadaaamaaadaabaaa
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afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja
aeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapiaaeaaoeka
afaaaaadabaaahiaaaaaffiabeaaoekaaeaaaaaeabaaahiabdaaoekaaaaaaaia
abaaoeiaaeaaaaaeaaaaahiabfaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahia
bgaaoekaaaaappiaaaaaoeiaaiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaac
abaaahiaacaaoejaafaaaaadacaaahiaabaanciaabaamjjaaeaaaaaeabaaahia
abaamjiaabaancjaacaaoeibafaaaaadabaaahiaabaaoeiaabaappjaaiaaaaad
acaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoejaaaaaoeiaabaaaaac
aaaaahiaacaaoekaafaaaaadacaaahiaaaaaffiabeaaoekaaeaaaaaeaaaaalia
bdaakekaaaaaaaiaacaakeiaaeaaaaaeaaaaahiabfaaoekaaaaakkiaaaaapeia
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aaaacjiaaaaakeiaajaaaaadadaaabiaaiaaoekaacaaoeiaajaaaaadadaaacia
ajaaoekaacaaoeiaajaaaaadadaaaeiaakaaoekaacaaoeiaacaaaaadabaaahia
abaaoeiaadaaoeiaafaaaaadaaaaaciaaaaaffiaaaaaffiaaeaaaaaeaaaaabia
aaaaaaiaaaaaaaiaaaaaffibaeaaaaaeadaaahoaalaaoekaaaaaaaiaabaaoeia
afaaaaadaaaaapiaaaaaffjaanaaoekaaeaaaaaeaaaaapiaamaaoekaaaaaaaja
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apaaoekaaaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffiaadaaaakaafaaaaad
abaaaiiaabaaaaiabiaaffkaafaaaaadabaaafiaaaaapeiabiaaffkaacaaaaad
aeaaadoaabaakkiaabaaomiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeia
abaaaaacaaaaammaaaaaoeiaabaaaaacaeaaamoaaaaaoeiappppaaaafdeieefc
kaagaaaaeaaaabaakiabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae
egiocaaaabaaaaaaagaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaae
egiocaaaadaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa
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pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaa
acaaaaaagfaaaaadhccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagfaaaaad
pccabaaaafaaaaaagiaaaaacafaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa
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adaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa
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dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaa
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dccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaaogikcaaa
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acaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa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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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 441
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 442
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 445
    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 449
    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 453
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 458
    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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 441
uniform highp vec4 _MainTex_ST;
#line 395
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    #line 397
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    #line 401
    return c;
}
#line 417
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 421
    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 * color.xyz);
    o.Emission = emission;
    #line 425
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 429
    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 460
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 462
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 466
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 470
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 474
    c = LightingUnlit( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 192 // 192 used size, 10 vars
Vector 160 [unity_LightmapST] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 highp vec4 _Color;
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.xyz * 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 highp vec4 _Color;
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.xyz * 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 "$Globals" 192 // 192 used size, 10 vars
Vector 160 [unity_LightmapST] 4
Vector 176 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 440
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 442
v2f_surf vert_surf( in appdata_full v ) {
    #line 444
    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 448
    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 452
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 456
    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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 440
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 417
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 421
    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 * color.xyz);
    o.Emission = emission;
    #line 425
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 429
    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 459
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 461
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 465
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 469
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 473
    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 477
    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 "$Globals" 112 // 112 used size, 8 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 "$Globals" 112 // 112 used size, 8 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
BindCB "UnityLighting" 2
BindCB "UnityPerDraw" 3
// 64 instructions, 6 temp regs, 0 temp arrays:
// ALU 36 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
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aceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaa
egaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaafgafbaaa
aaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaa
acaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaa
aaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaaaaaaaaaa
egacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa
imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 432
uniform highp vec4 _MainTex_ST;
#line 452
#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 433
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 436
    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 440
    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 444
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 448
    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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 432
uniform highp vec4 _MainTex_ST;
#line 452
#line 387
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    #line 389
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    #line 393
    return c;
}
#line 409
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 413
    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 * color.xyz);
    o.Emission = emission;
    #line 417
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 421
    o.Alpha = _Opacity;
}
#line 452
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 456
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 460
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 464
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    c = LightingUnlit( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 468
    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 "$Globals" 176 // 176 used size, 9 vars
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefieceddoofgldajlpfbgnkdngnjdlfcjglfcgbabaaaaaakealaaaaadaaaaaa
cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
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doaaaaab"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 "$Globals" 176 // 176 used size, 9 vars
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
Vector 32 [unity_4LightPosX0] 4
Vector 48 [unity_4LightPosY0] 4
Vector 64 [unity_4LightPosZ0] 4
Vector 80 [unity_4LightAtten0] 4
Vector 96 [unity_LightColor0] 4
Vector 112 [unity_LightColor1] 4
Vector 128 [unity_LightColor2] 4
Vector 144 [unity_LightColor3] 4
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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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adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa
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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 441
uniform highp vec4 _MainTex_ST;
#line 462
#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 442
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 445
    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 449
    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 453
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 457
    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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 441
uniform highp vec4 _MainTex_ST;
#line 462
#line 395
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    #line 397
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    #line 401
    return c;
}
#line 417
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 421
    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 * color.xyz);
    o.Emission = emission;
    #line 425
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 429
    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 462
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 466
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 470
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 474
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingUnlit( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 478
    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 lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 441
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 442
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 445
    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 449
    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 453
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 458
    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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 441
uniform highp vec4 _MainTex_ST;
#line 395
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    #line 397
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    #line 401
    return c;
}
#line 417
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 421
    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 * color.xyz);
    o.Emission = emission;
    #line 425
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 429
    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 460
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 462
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 466
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 470
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 474
    c = LightingUnlit( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 440
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 442
v2f_surf vert_surf( in appdata_full v ) {
    #line 444
    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 448
    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 452
    highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex));
    o.viewDir = viewDirForLight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 456
    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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 440
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 417
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 421
    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 * color.xyz);
    o.Emission = emission;
    #line 425
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 429
    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 459
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 461
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    #line 465
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 469
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 473
    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 477
    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 lowp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
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.xyz * 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;
  mediump vec4 c_12;
  c_12.xyz = tmpvar_2;
  c_12.w = tmpvar_4;
  c_1 = c_12;
  c_1.xyz = (c_1.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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 441
uniform highp vec4 _MainTex_ST;
#line 462
#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 442
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 445
    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 449
    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 453
    o.viewDir = viewDirForLight;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    #line 457
    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 410
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 431
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 392
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 417
#line 441
uniform highp vec4 _MainTex_ST;
#line 462
#line 395
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    #line 397
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    #line 401
    return c;
}
#line 417
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 421
    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 * color.xyz);
    o.Emission = emission;
    #line 425
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 429
    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 462
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 466
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 470
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 474
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingUnlit( o, IN.lightDir, atten);
    c.xyz += (o.Albedo * IN.vlight);
    #line 478
    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: 4
//   opengl - ALU: 12 to 21, TEX: 1 to 3
//   d3d9 - ALU: 15 to 22, TEX: 1 to 3
//   d3d11 - ALU: 10 to 19, TEX: 1 to 3, FLOW: 1 to 1
//   d3d11_9x - ALU: 10 to 19, TEX: 1 to 3, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 12 ALU, 1 TEX
PARAM c[5] = { program.local[0..3],
		{ 1 } };
TEMP R0;
TEMP R1;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R0.w;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[4].x;
POW R0.w, R0.w, c[2].x;
MUL R0.xyz, R0, c[0];
MUL R1.xyz, R0.w, c[3];
MAD R0.xyz, R0, fragment.texcoord[3], R0;
MUL R1.xyz, R1, c[3].w;
MAD result.color.xyz, R1, c[1].x, R0;
MOV result.color.w, c[1].x;
END
# 12 instructions, 2 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 15 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedbkmdebobkhbdojlhijaoicbdljildjnfabaaaaaabeadaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcamacaaaaeaaaaaaaidaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaa
fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaaeaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaa
egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa
aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa
aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp
cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa
akaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa
aaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaa
aaaaaaaaafaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaa
aaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa
egiccaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaabaaaaaa
egbcbaaaaeaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa
aaaaaaaaagiacaaaaaaaaaaaaeaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaa
aaaaaaaaakiacaaaaaaaaaaaaeaaaaaadoaaaaab"
}

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 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
"agal_ps
c4 1.0 0.0 0.0 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <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
bfaaaaaaabaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.z, r0.z
abaaaaaaaaaaabacabaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.z, c4
alaaaaaaabaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r1, r0.x, c2.x
aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3
adaaaaaaabaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r2.xyzz, c0
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w
adaaaaaaacaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r2.xyz, r1.xyzz, v3
abaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 112 // 96 used size, 8 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 15 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 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" }
Vector 0 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 15 ALU, 2 TEX
PARAM c[5] = { program.local[0..3],
		{ 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[4].y;
POW R1.w, R1.w, c[2].x;
MUL R2.xyz, R1.w, c[3];
MUL R2.xyz, R2, c[3].w;
MUL R0.xyz, R0.w, R0;
MUL R1.xyz, R1, c[0];
MUL R2.xyz, R2, c[1].x;
MUL R0.xyz, R0, R1;
MAD result.color.xyz, R0, c[4].x, R2;
MOV result.color.w, c[1].x;
END
# 15 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"ps_2_0
; 17 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
def c4, 1.00000000, 8.00000000, 0, 0
dcl t0.xy
dcl t1.xyz
dcl t2.xy
texld r1, t2, s1
texld r3, t0, s0
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c4
pow_pp r2.w, r0.x, c2.x
mov_pp r0.x, r2.w
mul r0.xyz, r0.x, c3
mul r0.xyz, r0, c3.w
mul r2.xyz, r3, c0
mul_pp r1.xyz, r1.w, r1
mul_pp r1.xyz, r1, r2
mul_pp r0.xyz, r0, c1.x
mov_pp r0.w, c1.x
mad_pp r0.xyz, r1, c4.y, r0
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
// 18 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecediocbnlkpolnpkakecejdbllfflbaefndabaaaaaagmadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefchmacaaaaeaaaaaaajpaaaaaafjaaaaaeegiocaaa
aaaaaaaaagaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa
aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa
acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa
aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa
aaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa
egiccaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa
pgipcaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa
agiacaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa
eghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa
abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa
pgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa
aaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa
egiccaaaaaaaaaaaadaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa
egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa
aaaaaaaaaeaaaaaadoaaaaab"
}

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

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

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [unity_Lightmap] 2D 1
// 18 instructions, 3 temp regs, 0 temp arrays:
// ALU 13 float, 0 int, 0 uint
// TEX 2 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Vector 112 [_Color] 4
Float 128 [_Opacity]
Float 132 [_RimFalloff]
Vector 144 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 15 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedpecnfnjaokdpdmjgbjmicjdhecoajffnabaaaaaacmadaaaaadaaaaaa
cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaakeaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcamacaaaa
eaaaaaaaidaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafkaaaaadaagabaaa
aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaa
aaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaa
egbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaah
bcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaa
aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaa
bkiacaaaaaaaaaaaaiaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaajaaaaaa
diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaajaaaaaa
efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa
aaaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa
ahaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaa
egacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa
aaaaaaaaaiaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa
aaaaaaaaaiaaaaaadoaaaaab"
}

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 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
"agal_ps
c4 1.0 0.0 0.0 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <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
bfaaaaaaabaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.z, r0.z
abaaaaaaaaaaabacabaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.z, c4
alaaaaaaabaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r1, r0.x, c2.x
aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3
adaaaaaaabaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r2.xyzz, c0
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w
adaaaaaaacaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r2.xyz, r1.xyzz, v3
abaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r2.xyzz, r1.xyzz
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 176 // 160 used size, 9 vars
Vector 112 [_Color] 4
Float 128 [_Opacity]
Float 132 [_RimFalloff]
Vector 144 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 15 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 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_SCREEN" }
"!!GLES3"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 192 // 160 used size, 10 vars
Vector 112 [_Color] 4
Float 128 [_Opacity]
Float 132 [_RimFalloff]
Vector 144 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0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"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"agal_ps
c4 1.0 8.0 2.0 0.0
[bc]
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
ciaaaaaaabaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r1, v2, s2 <2d wrap linear point>
adaaaaaaaeaaahacabaaaakeacaaaaaaadaaaaaaacaaaaaa mul r4.xyz, r1.xyzz, r3.x
bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1
bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z
bfaaaaaaacaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.w, r0.z
abaaaaaaaaaaabacacaaaappacaaaaaaaeaaaaoeabaaaaaa add r0.x, r2.w, c4
adaaaaaaafaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r5.xyz, r1.w, r1.xyzz
alaaaaaaabaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r1, r0.x, c2.x
adaaaaaaaaaaahacafaaaakeacaaaaaaaeaaaaffabaaaaaa mul r0.xyz, r5.xyzz, c4.y
adaaaaaaaeaaahacaeaaaakeacaaaaaaaeaaaakkabaaaaaa mul r4.xyz, r4.xyzz, c4.z
agaaaaaaaeaaahacaaaaaakeacaaaaaaaeaaaakeacaaaaaa min r4.xyz, r0.xyzz, r4.xyzz
adaaaaaaadaaahacaaaaaakeacaaaaaaadaaaaaaacaaaaaa mul r3.xyz, r0.xyzz, r3.x
aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w
ahaaaaaaabaaahacaeaaaakeacaaaaaaadaaaakeacaaaaaa max r1.xyz, r4.xyzz, r3.xyzz
adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
adaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r2.xyzz, r1.xyzz
abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
ConstBuffer "$Globals" 192 // 160 used size, 10 vars
Vector 112 [_Color] 4
Float 128 [_Opacity]
Float 132 [_RimFalloff]
Vector 144 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
SetTexture 2 [unity_Lightmap] 2D 2
// 25 instructions, 3 temp regs, 0 temp arrays:
// ALU 19 float, 0 int, 0 uint
// TEX 3 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1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"
}

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

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

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

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

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 404
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 425
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 397
#line 411
#line 433
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 434
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 437
    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 441
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    #line 445
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 404
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 425
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 397
#line 411
#line 433
uniform highp vec4 _MainTex_ST;
#line 389
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 392
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    return c;
}
#line 411
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 415
    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 * color.xyz);
    o.Emission = emission;
    #line 419
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 423
    o.Alpha = _Opacity;
}
#line 447
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 449
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 453
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 457
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingUnlit( o, lightDir, (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0));
    c.w = 0.0;
    #line 461
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 8 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 16 instructions, 2 temp regs, 0 temp arrays:
// ALU 7 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedjjghkjjallcbhmppklbklnbflgcofenpabaaaaaaciaeaaaaadaaaaaa
cmaaaaaapeaaaaaageabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheogiaaaaaaadaaaaaa
aiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaafmaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklfdeieefclmacaaaaeaaaabaakpaaaaaafjaaaaaeegiocaaaaaaaaaaa
ahaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaa
beaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad
hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa
abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaac
acaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaa
abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa
acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa
egiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaal
dccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaa
aaaaaaaaagaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa
acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa
egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa
pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaaaaaaaa
egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa
baaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa
abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaaegacbaaa
abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaapgipcaaa
abaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa
aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa
egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa
abaaaaaadoaaaaab"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 112 // 112 used size, 8 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 16 instructions, 2 temp regs, 0 temp arrays:
// ALU 7 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 430
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;
}
#line 431
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 434
    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 438
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 430
uniform highp vec4 _MainTex_ST;
#line 443
#line 387
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    #line 389
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    #line 393
    return c;
}
#line 409
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 413
    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 * color.xyz);
    o.Emission = emission;
    #line 417
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 421
    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 = IN.lightDir;
    #line 455
    lowp vec4 c = LightingUnlit( o, lightDir, 1.0);
    c.w = 0.0;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

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

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 413
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 434
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec4 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 397
uniform highp vec4 _RimColor;
#line 406
#line 420
#line 442
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 443
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 446
    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 450
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex));
    #line 454
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 413
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 434
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec4 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 397
uniform highp vec4 _RimColor;
#line 406
#line 420
#line 442
uniform highp vec4 _MainTex_ST;
#line 398
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 401
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    return c;
}
#line 389
lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) {
    return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w;
}
#line 385
lowp float UnitySpotCookie( in highp vec4 LightCoord ) {
    return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w;
}
#line 420
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 424
    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 * color.xyz);
    o.Emission = emission;
    #line 428
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 432
    o.Alpha = _Opacity;
}
#line 456
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 458
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 462
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 466
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingUnlit( o, lightDir, (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0));
    c.w = 0.0;
    #line 470
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec4(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

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

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

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

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 405
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 426
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 412
#line 434
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
#line 435
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 438
    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 442
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    #line 446
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 405
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 426
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
uniform highp float _Opacity;
#line 388
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 412
#line 434
uniform highp vec4 _MainTex_ST;
#line 390
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    #line 392
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    #line 396
    return c;
}
#line 412
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 416
    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 * color.xyz);
    o.Emission = emission;
    #line 420
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 424
    o.Alpha = _Opacity;
}
#line 448
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 450
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 454
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 458
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingUnlit( o, lightDir, ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0));
    c.w = 0.0;
    #line 462
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedmcclmffneggigokicamibdajofocnlepabaaaaaahmafaaaaadaaaaaa
cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa
adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc
piadaaaaeaaaabaapoaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae
egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad
dccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa
giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa
acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa
agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa
aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa
diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa
dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa
kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaa
abaaaaaafgafbaaaaaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaa
aaaaaaaaegiacaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaa
dcaaaaakdcaabaaaaaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa
egaabaaaaaaaaaaadcaaaaakmccabaaaabaaaaaaagiecaaaaaaaaaaaagaaaaaa
pgapbaaaaaaaaaaaagaebaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa
adaaaaaaegiacaaaaaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaadiaaaaah
hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa
aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa
diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj
hcaabaaaabaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaa
dcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa
aaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa
bcaaaaaakgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa
abaaaaaaegiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaa
abaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa
baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah
eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _RimColor;
uniform highp float _RimFalloff;
uniform highp float _Opacity;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  highp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  lowp vec3 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(tmpvar_2).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.xyz * color_7.xyz);
  tmpvar_3 = tmpvar_11;
  tmpvar_4 = tmpvar_10;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_4 * _Opacity);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = _Opacity;
  mediump vec4 c_13;
  c_13.xyz = tmpvar_3;
  c_13.w = tmpvar_5;
  c_1.xyz = c_13.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

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

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 176 // 176 used size, 9 vars
Matrix 48 [_LightMatrix0] 4
Vector 160 [_MainTex_ST] 4
ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars
Vector 0 [_WorldSpaceLightPos0] 4
ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
BindCB "$Globals" 0
BindCB "UnityLighting" 1
BindCB "UnityPerDraw" 2
// 24 instructions, 2 temp regs, 0 temp arrays:
// ALU 9 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
eefiecedbolcmcelpdakfcpppmekocbahmlnnpbdabaaaaaaaeaiaaaaaeaaaaaa
daaaaaaaleacaaaaleagaaaahmahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp
biacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa
aeaaabaaaaaaaaaaaaaaakaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa
acaaaaaaaeaaahaaaaaaaaaaacaaamaaaiaaalaaaaaaaaaaaaaaaaaaaaacpopp
bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia
acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka
afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka
aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka
aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaiaaaaad
abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia
abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad
abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad
abaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaae
aaaaapiaalaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkja
aaaaoeiaaeaaaaaeaaaaapiaaoaaoekaaaaappjaaaaaoeiaafaaaaadabaaadia
aaaaffiaacaaobkaaeaaaaaeaaaaadiaabaaobkaaaaaaaiaabaaoeiaaeaaaaae
aaaaadiaadaaobkaaaaakkiaaaaaoeiaaeaaaaaeaaaaamoaaeaabekaaaaappia
aaaaeeiaafaaaaadaaaaapiaaaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoeka
aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaae
aaaaapiaakaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoeka
aaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcpiadaaaaeaaaabaa
poaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa
abaaaaaafjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaadpcbabaaaaaaaaaaa
fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa
adaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaa
gfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaa
diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaa
dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaa
kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaa
acaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaa
aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaa
aaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa
dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaa
pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaabaaaaaafgafbaaa
aaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaaaaaaaaaaegiacaaa
aaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaadcaaaaakdcaabaaa
aaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaabaaaaaaaaaaa
dcaaaaakmccabaaaabaaaaaaagiecaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaa
agaebaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa
aaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaaaaaaaaaa
jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa
acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa
aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa
fgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa
abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaa
abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa
abaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa
acaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah
cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa
acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa
egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa
apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo
ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo
iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa
acaaaaaaaaaaaaaaadaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklkl"
}

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 404
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 425
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec2 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 397
#line 411
#line 433
uniform highp vec4 _MainTex_ST;
#line 81
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
    highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
    return objSpaceLightPos.xyz;
}
#line 434
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 437
    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 441
    highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex));
    o.lightDir = lightDir;
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy;
    #line 445
    return o;
}

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


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 404
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 425
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    mediump vec3 lightDir;
    highp vec2 _LightCoord;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
uniform highp float _Opacity;
uniform highp float _RimFalloff;
#line 388
uniform highp vec4 _RimColor;
#line 397
#line 411
#line 433
uniform highp vec4 _MainTex_ST;
#line 389
mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) {
    mediump float diff = max( 0.0, dot( s.Normal, lightDir));
    #line 392
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    return c;
}
#line 411
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 415
    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 * color.xyz);
    o.Emission = emission;
    #line 419
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 423
    o.Alpha = _Opacity;
}
#line 447
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 449
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 453
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 457
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    lowp vec4 c = LightingUnlit( o, lightDir, (texture( _LightTexture0, IN._LightCoord).w * 1.0));
    c.w = 0.0;
    #line 461
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD1);
    xlt_IN._LightCoord = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

SubProgram "d3d9 " {
Keywords { "POINT" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 3 ALU, 1 TEX
dcl_2d s0
def c1, 0.00000000, 0, 0, 0
dcl t0.xy
texld r0, t0, s0
mul r0.xyz, r0, c0
mov_pp r0.w, c1.x
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "POINT" }
ConstBuffer "$Globals" 176 // 128 used size, 9 vars
Vector 112 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedlebopnjcljimmmehcbfmomjichjbfppeabaaaaaakaabaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaa
aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac
abaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa
aaaaaaaaahaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab
"
}

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

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

SubProgram "flash " {
Keywords { "POINT" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"agal_ps
c1 0.0 0.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT" }
ConstBuffer "$Globals" 176 // 128 used size, 9 vars
Vector 112 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 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
eefiecedhojnffjapoljcfdanbmkbjjffmjbcpalabaaaaaafaacaaaaaeaaaaaa
daaaaaaanmaaaaaajeabaaaabmacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp
haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaahaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaajaaaaiapka
ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka
abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc
laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad
aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai
hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaahaaaaaadgaaaaaf
iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

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

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 3 ALU, 1 TEX
dcl_2d s0
def c1, 0.00000000, 0, 0, 0
dcl t0.xy
texld r0, t0, s0
mul r0.xyz, r0, c0
mov_pp r0.w, c1.x
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 112 // 64 used size, 8 vars
Vector 48 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedijfnkfealghglocngbnjjmfdpnkgegonabaaaaaaiiabaaaaadaaaaaa
cmaaaaaajmaaaaaanaaaaaaaejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaa
fjaaaaaeegiocaaaaaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae
aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaa
aaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaa
aaaaaaaaegiccaaaaaaaaaaaadaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa
aaaaaaaadoaaaaab"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"agal_ps
c1 0.0 0.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL" }
ConstBuffer "$Globals" 112 // 64 used size, 8 vars
Vector 48 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 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
eefiecedeokeiddhdfhjfebefkjmacbkbjhecdedabaaaaaadiacaaaaaeaaaaaa
daaaaaaanmaaaaaajeabaaaaaeacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp
haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaadaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaajaaaaiapka
ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka
abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc
laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaeaaaaaafkaaaaad
aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai
hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaadgaaaaaf
iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheogiaaaaaaadaaaaaa
aiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

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

SubProgram "d3d9 " {
Keywords { "SPOT" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 3 ALU, 1 TEX
dcl_2d s0
def c1, 0.00000000, 0, 0, 0
dcl t0.xy
texld r0, t0, s0
mul r0.xyz, r0, c0
mov_pp r0.w, c1.x
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 176 // 128 used size, 9 vars
Vector 112 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedbbbbbepdideolgjjjdblefamniifbkeeabaaaaaakaabaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaa
aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac
abaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa
aaaaaaaaahaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab
"
}

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

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

SubProgram "flash " {
Keywords { "SPOT" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"agal_ps
c1 0.0 0.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "SPOT" }
ConstBuffer "$Globals" 176 // 128 used size, 9 vars
Vector 112 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 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
eefiecedkhlnnnejnhhmmeplfellogpbfindbeaaabaaaaaafaacaaaaaeaaaaaa
daaaaaaanmaaaaaajeabaaaabmacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp
haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaahaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaajaaaaiapka
ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka
abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc
laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad
aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai
hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaahaaaaaadgaaaaaf
iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
apaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

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

SubProgram "d3d9 " {
Keywords { "POINT_COOKIE" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 3 ALU, 1 TEX
dcl_2d s0
def c1, 0.00000000, 0, 0, 0
dcl t0.xy
texld r0, t0, s0
mul r0.xyz, r0, c0
mov_pp r0.w, c1.x
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 176 // 128 used size, 9 vars
Vector 112 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedlebopnjcljimmmehcbfmomjichjbfppeabaaaaaakaabaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaa
aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac
abaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa
aaaaaaaaahaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab
"
}

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

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

SubProgram "flash " {
Keywords { "POINT_COOKIE" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"agal_ps
c1 0.0 0.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "POINT_COOKIE" }
ConstBuffer "$Globals" 176 // 128 used size, 9 vars
Vector 112 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 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
eefiecedhojnffjapoljcfdanbmkbjjffmjbcpalabaaaaaafaacaaaaaeaaaaaa
daaaaaaanmaaaaaajeabaaaabmacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp
haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaahaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaajaaaaiapka
ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka
abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc
laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad
aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai
hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaahaaaaaadgaaaaaf
iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

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

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 3 ALU, 1 TEX
dcl_2d s0
def c1, 0.00000000, 0, 0, 0
dcl t0.xy
texld r0, t0, s0
mul r0.xyz, r0, c0
mov_pp r0.w, c1.x
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 176 // 128 used size, 9 vars
Vector 112 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecededjokkacjpmkhmnopdjfoinecedbpdogabaaaaaakaabaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amaaaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaaaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaa
aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac
abaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa
aaaaaaaaahaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab
"
}

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

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

SubProgram "flash " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
"agal_ps
c1 0.0 0.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0
aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "d3d11_9x " {
Keywords { "DIRECTIONAL_COOKIE" }
ConstBuffer "$Globals" 176 // 128 used size, 9 vars
Vector 112 [_Color] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 4 instructions, 1 temp regs, 0 temp arrays:
// ALU 1 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
eefiecedmlklhjkgfdpfallnnolhjopjkpjppfgiabaaaaaafaacaaaaaeaaaaaa
daaaaaaanmaaaaaajeabaaaabmacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp
haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaahaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaajaaaaiapka
ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka
abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc
laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad
aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai
hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaahaaaaaadgaaaaaf
iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaa
adaaaaaaabaaaaaaamaaaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

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

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

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

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

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



#endif"
}

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


#ifdef VERTEX

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



#endif
#ifdef FRAGMENT

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



#endif"
}

SubProgram "d3d11_9x " {
Keywords { }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "color" Color
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Vector 320 [unity_Scale] 4
BindCB "UnityPerDraw" 0
// 29 instructions, 3 temp regs, 0 temp arrays:
// ALU 15 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1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"
}

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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 431
#line 431
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 435
    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 439
    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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec3 TtoW0;
    highp vec3 TtoW1;
    highp vec3 TtoW2;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 431
#line 409
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 413
    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 * color.xyz);
    o.Emission = emission;
    #line 417
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 421
    o.Alpha = _Opacity;
}
#line 442
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 444
    Input surfIN;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 448
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 452
    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 456
    o.Normal = worldN;
    lowp vec4 res;
    res.xyz = ((o.Normal * 0.5) + 0.5);
    res.w = o.Specular;
    #line 460
    return res;
}
in highp vec3 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.TtoW0 = vec3(xlv_TEXCOORD0);
    xlt_IN.TtoW1 = vec3(xlv_TEXCOORD1);
    xlt_IN.TtoW2 = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

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

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

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

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

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

}
	}
	Pass {
		Name "PREPASS"
		Tags { "LightMode" = "PrePassFinal" }
		ZWrite Off
Program "vp" {
// Vertex combos: 4
//   opengl - ALU: 33 to 41
//   d3d9 - ALU: 34 to 42
//   d3d11 - ALU: 17 to 22, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 17 to 22, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
"!!ARBvp1.0
# 41 ALU
PARAM c[24] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..23] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.x, R1, c[18];
DP4 R3.y, R1, c[19];
ADD R2.xyz, R2, R3;
MAD R0.w, R0.x, R0.x, -R0.y;
MUL R3.xyz, R0.w, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
ADD result.texcoord[3].xyz, R2, R3;
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[22].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
END
# 41 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 112 used size, 9 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = (_Color.xyz * color_8.xyz);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mediump vec4 tmpvar_15;
  tmpvar_15 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_15.w;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_16;
  mediump vec4 c_17;
  c_17.xyz = tmpvar_4;
  c_17.w = tmpvar_6;
  c_2.w = c_17.w;
  c_2.xyz = (c_17.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 highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = (_Color.xyz * color_8.xyz);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mediump vec4 tmpvar_15;
  tmpvar_15 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_15.w;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_16;
  mediump vec4 c_17;
  c_17.xyz = tmpvar_4;
  c_17.w = tmpvar_6;
  c_2.w = c_17.w;
  c_2.xyz = (c_17.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 112 used size, 9 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
eefiecedicckgmehempcbjebkgmdcjceajgbnhfnabaaaaaalaakaaaaaeaaaaaa
daaaaaaakiadaaaaeiajaaaabaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp
aaadaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaagaa
abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaabcaaahaaaeaaaaaaaaaa
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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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 432
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 448
#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 433
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 436
    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 440
    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 444
    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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 432
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 448
#line 395
mediump vec4 LightingUnlit_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 397
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    return c;
}
#line 409
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 413
    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 * color.xyz);
    o.Emission = emission;
    #line 417
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 421
    o.Alpha = _Opacity;
}
#line 448
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 452
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 456
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 460
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    light.xyz += IN.vlight;
    #line 464
    mediump vec4 c = LightingUnlit_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 "$Globals" 160 // 128 used size, 11 vars
Vector 96 [unity_LightmapST] 4
Vector 112 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = (_Color.xyz * color_11.xyz);
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_16;
  tmpvar_9 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_18.w;
  highp float tmpvar_19;
  tmpvar_19 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_21;
  light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  mediump vec4 c_22;
  c_22.xyz = tmpvar_7;
  c_22.w = tmpvar_9;
  c_2.w = c_22.w;
  c_2.xyz = (c_22.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 highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = (_Color.xyz * color_11.xyz);
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_16;
  tmpvar_9 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_18.w;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_21;
  tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz);
  lmFull_4 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz);
  lmIndirect_3 = tmpvar_23;
  light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  mediump vec4 c_24;
  c_24.xyz = tmpvar_7;
  c_24.w = tmpvar_9;
  c_2.w = c_24.w;
  c_2.xyz = (c_24.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 128 used size, 11 vars
Vector 96 [unity_LightmapST] 4
Vector 112 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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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}

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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 433
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 449
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 453
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 435
v2f_surf vert_surf( in appdata_full v ) {
    #line 437
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 441
    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 445
    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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 433
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 449
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 453
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 395
mediump vec4 LightingUnlit_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 397
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    return c;
}
#line 409
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 413
    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 * color.xyz);
    o.Emission = emission;
    #line 417
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 421
    o.Alpha = _Opacity;
}
#line 454
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 457
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 461
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 465
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    #line 469
    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 473
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    mediump vec4 c = LightingUnlit_PrePass( o, light);
    #line 477
    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_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" ATTR14
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceCameraPos]
Vector 14 [_ProjectionParams]
Vector 15 [unity_SHAr]
Vector 16 [unity_SHAg]
Vector 17 [unity_SHAb]
Vector 18 [unity_SHBr]
Vector 19 [unity_SHBg]
Vector 20 [unity_SHBb]
Vector 21 [unity_SHC]
Matrix 5 [_Object2World]
Matrix 9 [_World2Object]
Vector 22 [unity_Scale]
Vector 23 [_MainTex_ST]
"!!ARBvp1.0
# 41 ALU
PARAM c[24] = { { 1, 0.5 },
		state.matrix.mvp,
		program.local[5..23] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[22].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].x;
DP4 R2.z, R0, c[17];
DP4 R2.y, R0, c[16];
DP4 R2.x, R0, c[15];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[20];
DP4 R3.x, R1, c[18];
DP4 R3.y, R1, c[19];
ADD R2.xyz, R2, R3;
MAD R0.w, R0.x, R0.x, -R0.y;
MUL R3.xyz, R0.w, c[21];
MOV R1.xyz, vertex.attrib[14];
MUL R0.xyz, vertex.normal.zxyw, R1.yzxw;
MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0;
MUL R0.xyz, R0, vertex.attrib[14].w;
MOV R1.xyz, c[13];
ADD result.texcoord[3].xyz, R2, R3;
MOV R1.w, c[0].x;
DP4 R0.w, vertex.position, c[4];
DP4 R2.z, R1, c[11];
DP4 R2.x, R1, c[9];
DP4 R2.y, R1, c[10];
MAD R2.xyz, R2, c[22].w, -vertex.position;
DP3 result.texcoord[1].y, R2, R0;
DP4 R0.z, vertex.position, c[3];
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[14].x;
DP3 result.texcoord[1].z, vertex.normal, R2;
DP3 result.texcoord[1].x, R2, vertex.attrib[14];
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw;
END
# 41 instructions, 4 R-regs
"
}

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 112 used size, 9 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = (_Color.xyz * color_8.xyz);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mediump vec4 tmpvar_15;
  tmpvar_15 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_15.w;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_16;
  mediump vec4 c_17;
  c_17.xyz = tmpvar_4;
  c_17.w = tmpvar_6;
  c_2.w = c_17.w;
  c_2.xyz = (c_17.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 highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec3 tmpvar_4;
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump float rim_7;
  highp vec4 color_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_8 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_7 = tmpvar_10;
  highp vec3 tmpvar_11;
  tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_12;
  tmpvar_12 = (_Color.xyz * color_8.xyz);
  tmpvar_4 = tmpvar_12;
  tmpvar_5 = tmpvar_11;
  highp vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * _Opacity);
  tmpvar_5 = tmpvar_13;
  tmpvar_6 = _Opacity;
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_14;
  mediump vec4 tmpvar_15;
  tmpvar_15 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_15.w;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_16;
  mediump vec4 c_17;
  c_17.xyz = tmpvar_4;
  c_17.w = tmpvar_6;
  c_2.w = c_17.w;
  c_2.xyz = (c_17.xyz + tmpvar_5);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "color" Color
ConstBuffer "$Globals" 128 // 112 used size, 9 vars
Vector 96 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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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bbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaa
bbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaa
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bcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaai
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hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
aaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa
akaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaak
hccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
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abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
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feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa
iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaa
imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}

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


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 432
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 448
#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 433
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 436
    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 440
    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 444
    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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec3 vlight;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 432
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 448
#line 395
mediump vec4 LightingUnlit_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 397
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    return c;
}
#line 409
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 413
    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 * color.xyz);
    o.Emission = emission;
    #line 417
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 421
    o.Alpha = _Opacity;
}
#line 448
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 452
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 456
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 460
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light.xyz += IN.vlight;
    mediump vec4 c = LightingUnlit_PrePass( o, light);
    #line 464
    c.xyz += o.Emission;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.viewDir = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 128 used size, 11 vars
Vector 96 [unity_LightmapST] 4
Vector 112 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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 highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = (_Color.xyz * color_11.xyz);
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_16;
  tmpvar_9 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_18.w;
  highp float tmpvar_19;
  tmpvar_19 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_19;
  lowp vec3 tmpvar_20;
  tmpvar_20 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_20;
  lowp vec3 tmpvar_21;
  tmpvar_21 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_21;
  light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  mediump vec4 c_22;
  c_22.xyz = tmpvar_7;
  c_22.w = tmpvar_9;
  c_2.w = c_22.w;
  c_2.xyz = (c_22.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 highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp vec3 tmpvar_7;
  lowp vec3 tmpvar_8;
  lowp float tmpvar_9;
  mediump float rim_10;
  highp vec4 color_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0);
  color_11 = tmpvar_12;
  highp float tmpvar_13;
  tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0));
  rim_10 = tmpvar_13;
  highp vec3 tmpvar_14;
  tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w);
  highp vec3 tmpvar_15;
  tmpvar_15 = (_Color.xyz * color_11.xyz);
  tmpvar_7 = tmpvar_15;
  tmpvar_8 = tmpvar_14;
  highp vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * _Opacity);
  tmpvar_8 = tmpvar_16;
  tmpvar_9 = _Opacity;
  lowp vec4 tmpvar_17;
  tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_17;
  mediump vec4 tmpvar_18;
  tmpvar_18 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_18.w;
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_20;
  tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_21;
  tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_21;
  lowp vec3 tmpvar_22;
  tmpvar_22 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz);
  lmFull_4 = tmpvar_22;
  lowp vec3 tmpvar_23;
  tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz);
  lmIndirect_3 = tmpvar_23;
  light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  mediump vec4 c_24;
  c_24.xyz = tmpvar_7;
  c_24.w = tmpvar_9;
  c_2.w = c_24.w;
  c_2.xyz = (c_24.xyz + tmpvar_8);
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "tangent" TexCoord2
Bind "normal" Normal
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Bind "color" Color
ConstBuffer "$Globals" 160 // 128 used size, 11 vars
Vector 96 [unity_LightmapST] 4
Vector 112 [_MainTex_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars
Vector 400 [unity_ShadowFadeCenterAndType] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 64 [glstate_matrix_modelview0] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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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adaaaaaaagaaaaaackbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaa
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laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
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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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 433
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 449
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 453
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 435
v2f_surf vert_surf( in appdata_full v ) {
    #line 437
    v2f_surf o;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    #line 441
    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 445
    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 402
struct Input {
    highp vec2 uv_MainTex;
    highp vec2 uv_Emissive;
    highp vec3 viewDir;
};
#line 423
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 viewDir;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform highp vec4 _Color;
#line 384
uniform highp float _Opacity;
uniform highp float _RimFalloff;
uniform highp vec4 _RimColor;
#line 409
#line 433
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 449
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 453
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 395
mediump vec4 LightingUnlit_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    #line 397
    mediump vec4 c;
    c.xyz = s.Albedo;
    c.w = s.Alpha;
    return c;
}
#line 409
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 413
    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 * color.xyz);
    o.Emission = emission;
    #line 417
    o.Gloss = 0.0;
    o.Specular = 0.0;
    o.Normal = normal;
    o.Emission *= _Opacity;
    #line 421
    o.Alpha = _Opacity;
}
#line 454
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 457
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.viewDir = IN.viewDir;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 461
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 465
    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 469
    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 473
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    mediump vec4 c = LightingUnlit_PrePass( o, light);
    c.xyz += o.Emission;
    #line 477
    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"
}

}
Program "fp" {
// Fragment combos: 4
//   opengl - ALU: 11 to 11, TEX: 1 to 1
//   d3d9 - ALU: 14 to 14, TEX: 1 to 1
//   d3d11 - ALU: 10 to 10, TEX: 1 to 1, FLOW: 1 to 1
//   d3d11_9x - ALU: 10 to 10, TEX: 1 to 1, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 11 ALU, 1 TEX
PARAM c[5] = { program.local[0..3],
		{ 1 } };
TEMP R0;
TEMP R1;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ R0.w, R0.w;
MUL_SAT R0.w, R0, fragment.texcoord[1].z;
ADD R0.w, -R0, c[4].x;
POW R0.w, R0.w, c[2].x;
MUL R1.xyz, R0.w, c[3];
MUL R0.xyz, R0, c[0];
MUL R1.xyz, R1, c[3].w;
MAD result.color.xyz, R1, c[1].x, R0;
MOV result.color.w, c[1].x;
END
# 11 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 14 ALU, 1 TEX
dcl_2d s0
def c4, 1.00000000, 0, 0, 0
dcl t0.xy
dcl t1.xyz
texld r2, t0, s0
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c4
pow_pp r1.w, r0.x, c2.x
mov_pp r0.x, r1.w
mul r0.xyz, r0.x, c3
mul r0.xyz, r0, c3.w
mul r1.xyz, r2, c0
mov_pp r0.w, c1.x
mad_pp r0.xyz, r0, c1.x, r1
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedncimlaipkfhjmfjkfkgboeacekmmcliiabaaaaaaoeacaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaa
fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaa
giaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa
acaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaa
aaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaa
akaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaa
aaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai
hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaadiaaaaai
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaafaaaaaadiaaaaai
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaaeaaaaaaefaaaaaj
pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa
dcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaa
egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaeaaaaaa
doaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 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 { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3"
}

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

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 14 ALU, 1 TEX
dcl_2d s0
def c4, 1.00000000, 0, 0, 0
dcl t0.xy
dcl t1.xyz
texld r2, t0, s0
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c4
pow_pp r1.w, r0.x, c2.x
mov_pp r0.x, r1.w
mul r0.xyz, r0.x, c3
mul r0.xyz, r0, c3.w
mul r1.xyz, r2, c0
mov_pp r0.w, c1.x
mad_pp r0.xyz, r0, c1.x, r1
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 160 // 96 used size, 11 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedopnjcacbmobnengccbbdkcfbdhifhlkhabaaaaaapmacaaaaadaaaaaa
cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amaaaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcnmabaaaa
eaaaaaaahhaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafkaaaaadaagabaaa
aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa
baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa
aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa
aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaa
bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa
agaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaa
egacbaaaaaaaaaaapgipcaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaa
egacbaaaaaaaaaaaagiacaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaa
egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaakhccabaaa
aaaaaaaaegiccaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa
dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaeaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
ConstBuffer "$Globals" 160 // 96 used size, 11 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 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 { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3"
}

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

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

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedncimlaipkfhjmfjkfkgboeacekmmcliiabaaaaaaoeacaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaa
fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaa
giaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa
acaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaa
aaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaa
akaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaa
akaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaa
aaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai
hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaadiaaaaai
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaafaaaaaadiaaaaai
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaaeaaaaaaefaaaaaj
pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa
dcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaa
egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaeaaaaaa
doaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 128 // 96 used size, 9 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 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
eefiecedfohplbmbankepbglaojgoadgcjampmjnabaaaaaacaaeaaaaaeaaaaaa
daaaaaaagiabaaaaemadaaaaomadaaaaebgpgodjdaabaaaadaabaaaaaaacpppp
pmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaadaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahla
bpaaaaacaaaaaajaaaaiapkaecaaaaadaaaaapiaaaaaoelaaaaioekaaiaaaaad
aaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiia
aaaappiaabaakklaacaaaaadaaaaciiaaaaappibadaaaakacaaaaaadabaaaiia
aaaappiaabaaffkaafaaaaadabaaahiaabaappiaacaaoekaafaaaaadabaachia
abaaoeiaacaappkaafaaaaadabaachiaabaaoeiaabaaaakaaeaaaaaeaaaachia
aaaaoekaaaaaoeiaabaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpia
aaaaoeiappppaaaafdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaa
aaaaaaaaagaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa
acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
dicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai
bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa
aaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa
aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa
afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa
afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa
aeaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaa
egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa
aaaaaaaaaeaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
"
}

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

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_Color]
Float 1 [_Opacity]
Float 2 [_RimFalloff]
Vector 3 [_RimColor]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 14 ALU, 1 TEX
dcl_2d s0
def c4, 1.00000000, 0, 0, 0
dcl t0.xy
dcl t1.xyz
texld r2, t0, s0
dp3 r0.x, t1, t1
rsq r0.x, r0.x
mul_sat r0.z, r0.x, t1
add r0.x, -r0.z, c4
pow_pp r1.w, r0.x, c2.x
mov_pp r0.x, r1.w
mul r0.xyz, r0.x, c3
mul r0.xyz, r0, c3.w
mul r1.xyz, r2, c0
mov_pp r0.w, c1.x
mad_pp r0.xyz, r0, c1.x, r1
mov_pp oC0, r0
"
}

SubProgram "d3d11 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 160 // 96 used size, 11 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedopnjcacbmobnengccbbdkcfbdhifhlkhabaaaaaapmacaaaaadaaaaaa
cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amaaaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcnmabaaaa
eaaaaaaahhaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafkaaaaadaagabaaa
aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa
baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa
aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa
aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaa
bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa
agaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaa
egacbaaaaaaaaaaapgipcaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaa
egacbaaaaaaaaaaaagiacaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaa
egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaakhccabaaa
aaaaaaaaegiccaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa
dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaeaaaaaadoaaaaab"
}

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

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

SubProgram "d3d11_9x " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
ConstBuffer "$Globals" 160 // 96 used size, 11 vars
Vector 48 [_Color] 4
Float 64 [_Opacity]
Float 68 [_RimFalloff]
Vector 80 [_RimColor] 4
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 14 instructions, 2 temp regs, 0 temp arrays:
// ALU 10 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
eefiecediaebfieafcehcnildjikihefpjmjkkkfabaaaaaadiaeaaaaaeaaaaaa
daaaaaaagiabaaaaemadaaaaaeaeaaaaebgpgodjdaabaaaadaabaaaaaaacpppp
pmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaadaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaaa
aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahla
bpaaaaacaaaaaajaaaaiapkaecaaaaadaaaaapiaaaaaoelaaaaioekaaiaaaaad
aaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiia
aaaappiaabaakklaacaaaaadaaaaciiaaaaappibadaaaakacaaaaaadabaaaiia
aaaappiaabaaffkaafaaaaadabaaahiaabaappiaacaaoekaafaaaaadabaachia
abaaoeiaacaappkaafaaaaadabaachiaabaaoeiaabaaaakaaeaaaaaeaaaachia
aaaaoekaaaaaoeiaabaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpia
aaaaoeiappppaaaafdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaa
aaaaaaaaagaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa
acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
dicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai
bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa
aaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa
aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa
afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa
afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa
aeaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaa
egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa
aaaaaaaaaeaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa
amaaaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}

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

}
	}

#LINE 75

	}
	Fallback "Unlit/Texture"
}