mat3 xll_constructMat3( mat4 m) {
  return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct SurfaceOutput {
    vec3 Albedo;
    vec3 Normal;
    vec3 Emission;
    float Specular;
    float Gloss;
    float Alpha;
};
struct Input {
    vec2 uv_MainTex;
    vec2 uv_BumpMap;
};
struct v2f_surf {
    vec4 pos;
    vec2 hip_pack0;
    vec3 TtoV0;
    vec3 TtoV1;
    vec3 TtoV2;
};
struct appdata_full {
    vec4 vertex;
    vec4 tangent;
    vec3 normal;
    vec4 texcoord;
    vec4 texcoord1;
    vec4 color;
};
uniform vec4 _BumpMap_ST;


v2f_surf vert_surf( in appdata_full v );
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    vec3 binormal;
    mat3 rotation;
    o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
    o.hip_pack0.xy  = ((v.texcoord.xy  * _BumpMap_ST.xy ) + _BumpMap_ST.zw );
    binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
    rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
    o.TtoV0 = ( rotation * xll_constructMat3( gl_ModelViewMatrixInverseTranspose)[ 0 ].xyz  );
    o.TtoV1 = ( rotation * xll_constructMat3( gl_ModelViewMatrixInverseTranspose)[ 1 ].xyz  );
    o.TtoV2 = ( rotation * xll_constructMat3( gl_ModelViewMatrixInverseTranspose)[ 2 ].xyz  );
    return o;
}
attribute vec4 TANGENT;
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);
    gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
    gl_TexCoord[1] = vec4( xl_retval.TtoV0, 0.0);
    gl_TexCoord[2] = vec4( xl_retval.TtoV1, 0.0);
    gl_TexCoord[3] = vec4( xl_retval.TtoV2, 0.0);
}
