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_Control;
    vec2 uv_Splat0;
    vec2 uv_Splat1;
    vec2 uv_Splat2;
    vec2 uv_Splat3;
};
struct v2f_surf {
    vec4 pos;
    float fog;
    vec4 hip_pack0;
    vec4 hip_pack1;
    vec2 hip_pack2;
    vec3 normal;
    vec3 vlight;
    vec4 _ShadowCoord;
};
struct appdata_full {
    vec4 vertex;
    vec4 tangent;
    vec3 normal;
    vec4 texcoord;
    vec4 texcoord1;
    vec4 color;
};
uniform sampler2D _Control;
uniform vec4 _LightColor0;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _Splat0;
uniform sampler2D _Splat1;
uniform sampler2D _Splat2;
uniform sampler2D _Splat3;
uniform vec4 _WorldSpaceLightPos0;
float unitySampleShadow( in vec4 shadowCoord );
void surf( in Input IN, inout SurfaceOutput o );
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten );
vec4 frag_surf( in v2f_surf IN );
float unitySampleShadow( in vec4 shadowCoord ) {
    float shadow;
    shadow = texture2DProj( _ShadowMapTexture, shadowCoord).x ;
    return shadow;
}
void surf( in Input IN, inout SurfaceOutput o ) {
    vec4 splat_control;
    vec3 col;
    splat_control = texture2D( _Control, IN.uv_Control);
    col = (splat_control.x  * texture2D( _Splat0, IN.uv_Splat0).xyz );
    col += (splat_control.y  * texture2D( _Splat1, IN.uv_Splat1).xyz );
    col += (splat_control.z  * texture2D( _Splat2, IN.uv_Splat2).xyz );
    col += (splat_control.w  * texture2D( _Splat3, IN.uv_Splat3).xyz );
    o.Albedo = col;
    o.Alpha = 0.000000;
}
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
    float diff;
    vec4 c;
    diff = max( 0.000000, dot( s.Normal, lightDir));
    c.xyz  = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000));
    c.w  = s.Alpha;
    return c;
}
vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    SurfaceOutput o;
    float atten;
    vec4 c;
    surfIN.uv_Control = IN.hip_pack0.xy ;
    surfIN.uv_Splat0 = IN.hip_pack0.zw ;
    surfIN.uv_Splat1 = IN.hip_pack1.xy ;
    surfIN.uv_Splat2 = IN.hip_pack1.zw ;
    surfIN.uv_Splat3 = IN.hip_pack2.xy ;
    o.Albedo = vec3( 0.000000);
    o.Emission = vec3( 0.000000);
    o.Specular = 0.000000;
    o.Alpha = 0.000000;
    o.Gloss = 0.000000;
    o.Normal = IN.normal;
    surf( surfIN, o);
    atten = unitySampleShadow( IN._ShadowCoord);
    c = LightingLambert( o, _WorldSpaceLightPos0.xyz , atten);
    c.xyz  += (o.Albedo * IN.vlight);
    return c;
}
varying vec4 xlv_FOG;
void main() {
    vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.fog = float( xlv_FOG);
    xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]);
    xlt_IN.hip_pack1 = vec4( gl_TexCoord[1]);
    xlt_IN.hip_pack2 = vec2( gl_TexCoord[2]);
    xlt_IN.normal = vec3( gl_TexCoord[3]);
    xlt_IN.vlight = vec3( gl_TexCoord[4]);
    xlt_IN._ShadowCoord = vec4( gl_TexCoord[5]);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4( xl_retval);
}
