struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
struct Input {
    mediump vec2 uv_MainTex;
};
struct v2f_surf {
    highp vec4 pos;
    mediump vec2 pack0;
    mediump vec3 viewDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
uniform sampler2D _BumpMap;
uniform lowp vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
lowp vec3 UnpackNormal( in lowp vec4 packednormal );
void surf( in Input IN, inout SurfaceOutput o );
lowp vec4 LightingMobileBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in lowp vec3 halfDir, in lowp float atten );
lowp vec4 frag_surf( in v2f_surf IN );
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
    return ((packednormal.xyz  * 2.0) - 1.0);
}
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 tex;
    tex = texture2D( _MainTex, IN.uv_MainTex);
    o.Albedo = tex.xyz ;
    o.Gloss = tex.w ;
    o.Alpha = tex.w ;
    o.Specular = _Shininess;
    o.Normal = UnpackNormal( texture2D( _BumpMap, IN.uv_MainTex));
}
lowp vec4 LightingMobileBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in lowp vec3 halfDir, in lowp float atten ) {
    lowp float diff;
    lowp float nh;
    lowp float spec;
    lowp vec4 c;
    diff = max( 0.0, dot( s.Normal, lightDir));
    nh = max( 0.0, dot( s.Normal, halfDir));
    spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
    c.xyz  = ((((s.Albedo * diff) + spec) * _LightColor0.xyz ) * (atten * 2.0));
    c.w  = 0.0;
    return c;
}
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    SurfaceOutput o;
    lowp float atten;
    lowp vec4 c;
    surfIN.uv_MainTex = IN.pack0.xy ;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    atten = 1.0;
    c = vec4( 0.0);
    c = LightingMobileBlinnPhong( o, IN.lightDir, IN.viewDir, atten);
    c.xyz  += (o.Albedo * IN.vlight);
    return c;
}
varying mediump vec2 xlv_TEXCOORD0;
varying mediump vec3 xlv_TEXCOORD1;
varying lowp vec3 xlv_TEXCOORD2;
varying 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);
}
