#version 300 es

#define gl_FragColor _glesFragData[0]
#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
struct Input {
    highp vec2 uv_MainTex;
};
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    lowp vec3 worldNormal;
    highp vec3 worldPos;
};
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    highp vec4 texcoord2;
    highp vec4 texcoord3;
    lowp vec4 color;
};
uniform highp vec4 _WorldSpaceLightPos0;
uniform lowp vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform mediump mat4 _LightMatrix0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform highp vec4 _MainTex_ST;

lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten )
{
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
lowp float UnitySpotAttenuate( in mediump vec3 LightCoord )
{
    return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w;
}
lowp float UnitySpotCookie( in mediump vec4 LightCoord )
{
    return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w;
}
highp vec3 UnityWorldSpaceLightDir( in highp vec3 worldPos )
{
    return (_WorldSpaceLightPos0.xyz - worldPos);
}
void surf( in Input IN, inout SurfaceOutput o )
{
    mediump vec4 c = texture( _MainTex, IN.uv_MainTex);
    o.Albedo = c.xyz;
    o.Alpha = c.w;
}
lowp vec4 frag_surf( in v2f_surf IN )
{
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    highp vec3 worldPos = IN.worldPos;
    highp vec3 lightDir = normalize(UnityWorldSpaceLightDir( worldPos));
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    o.Normal = IN.worldNormal;
    surf( surfIN, o);
    mediump vec4 lightCoord = (_LightMatrix0 * vec4( worldPos, 1.0));
    lowp float atten = (((float((lightCoord.z > 0.0)) * UnitySpotCookie( lightCoord)) * UnitySpotAttenuate( lightCoord.xyz)) * 1.0);
    lowp vec4 c = vec4( 0.0);
    c += LightingLambert( o, lightDir, atten);
    c.w = 0.0;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in lowp 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.worldNormal = vec3(xlv_TEXCOORD1);
    xlt_IN.worldPos = vec3(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}