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_Illum;
};
struct v2f_surf {
    vec4 pos;
    vec3 normal;
};
struct appdata_full {
    vec4 vertex;
    vec4 tangent;
    vec3 normal;
    vec4 texcoord;
    vec4 texcoord1;
    vec4 color;
};


v2f_surf vert_surf( in appdata_full v );
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
    o.normal = ( xll_constructMat3( gl_ModelViewMatrixInverseTranspose) * v.normal );
    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.normal, 0.0);
}
