// Compiled shader for PC, Mac & Linux Standalone, uncompressed size: 362.6KB

// Skipping shader variants that would not be included into build of current scene.

Shader "MechJeb/DiffuseAmbientIgnoreZ" {
Properties {
 _Color ("Main Color", Color) = (1,1,1,1)
 _MainTex ("Base (RGB)", 2D) = "white" { }
 _SelfAmbiant ("_SelfAmbiant", Range(0,1)) = 0.5
}
SubShader { 
 LOD 200
 Tags { "QUEUE"="Overlay" "RenderType"="Opaque" }


 // Stats for Vertex shader:
 //       d3d11 : 45 avg math (34..57)
 //    d3d11_9x : 48 avg math (34..62)
 //        d3d9 : 44 avg math (27..61)
 //      opengl : 10 avg math (10..11), 1 avg texture (1..2)
 // Stats for Fragment shader:
 //       d3d11 : 8 avg math (7..9), 1 avg texture (1..2)
 //    d3d11_9x : 8 avg math (7..10), 1 texture
 //        d3d9 : 9 avg math (9..10), 1 avg texture (1..2)
 Pass {
  Name "FORWARD"
  Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Overlay" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
  ZTest Always
  GpuProgramID 34795
Program "vp" {
SubProgram "opengl " {
// Stats: 10 math, 1 textures
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
"!!GLSL#version 120

#ifdef VERTEX
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
varying vec3 xlv_TEXCOORD3;
void main ()
{
  vec4 v_1;
  v_1.x = _World2Object[0].x;
  v_1.y = _World2Object[1].x;
  v_1.z = _World2Object[2].x;
  v_1.w = _World2Object[3].x;
  vec4 v_2;
  v_2.x = _World2Object[0].y;
  v_2.y = _World2Object[1].y;
  v_2.z = _World2Object[2].y;
  v_2.w = _World2Object[3].y;
  vec4 v_3;
  v_3.x = _World2Object[0].z;
  v_3.y = _World2Object[1].z;
  v_3.z = _World2Object[2].z;
  v_3.w = _World2Object[3].z;
  vec3 tmpvar_4;
  tmpvar_4 = normalize(((
    (v_1.xyz * gl_Normal.x)
   + 
    (v_2.xyz * gl_Normal.y)
  ) + (v_3.xyz * gl_Normal.z)));
  vec4 tmpvar_5;
  tmpvar_5.w = 1.0;
  tmpvar_5.xyz = tmpvar_4;
  vec3 x2_6;
  vec3 x1_7;
  x1_7.x = dot (unity_SHAr, tmpvar_5);
  x1_7.y = dot (unity_SHAg, tmpvar_5);
  x1_7.z = dot (unity_SHAb, tmpvar_5);
  vec4 tmpvar_8;
  tmpvar_8 = (tmpvar_4.xyzz * tmpvar_4.yzzx);
  x2_6.x = dot (unity_SHBr, tmpvar_8);
  x2_6.y = dot (unity_SHBg, tmpvar_8);
  x2_6.z = dot (unity_SHBb, tmpvar_8);
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_4;
  xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
  xlv_TEXCOORD3 = ((x2_6 + (unity_SHC.xyz * 
    ((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y))
  )) + x1_7);
}


#endif
#ifdef FRAGMENT
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform vec4 _Color;
uniform float _SelfAmbiant;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD3;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 c_3;
  vec4 c_4;
  c_4.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * max (0.0, dot (xlv_TEXCOORD1, _WorldSpaceLightPos0.xyz)));
  c_4.w = tmpvar_2.w;
  c_3.w = c_4.w;
  c_3.xyz = (c_4.xyz + (tmpvar_2.xyz * xlv_TEXCOORD3));
  c_1.xyz = (c_3.xyz + (tmpvar_2.xyz * _SelfAmbiant));
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 27 math
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 17 [_MainTex_ST]
Vector 12 [unity_SHAb]
Vector 11 [unity_SHAg]
Vector 10 [unity_SHAr]
Vector 15 [unity_SHBb]
Vector 14 [unity_SHBg]
Vector 13 [unity_SHBr]
Vector 16 [unity_SHC]
"vs_2_0
def c18, 1, 0, 0, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dp4 oPos.x, c0, v0
dp4 oPos.y, c1, v0
dp4 oPos.z, c2, v0
dp4 oPos.w, c3, v0
mad oT0.xy, v2, c17, c17.zwzw
dp4 oT2.x, c4, v0
dp4 oT2.y, c5, v0
dp4 oT2.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
nrm r1.xyz, r0
mul r0.x, r1.y, r1.y
mad r0.x, r1.x, r1.x, -r0.x
mul r2, r1.yzzx, r1.xyzz
dp4 r3.x, c13, r2
dp4 r3.y, c14, r2
dp4 r3.z, c15, r2
mad r0.xyz, c16, r0.x, r3
mov r1.w, c18.x
dp4 r2.x, c10, r1
dp4 r2.y, c11, r1
dp4 r2.z, c12, r1
mov oT1.xyz, r1
add oT3.xyz, r0, r2

"
}
SubProgram "d3d11 " {
// Stats: 34 math
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityPerDraw" 2
"vs_4_0
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"
}
SubProgram "d3d11_9x " {
// Stats: 34 math
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityPerDraw" 2
"vs_4_0_level_9_1
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}
SubProgram "glcore " {
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
out vec3 vs_TEXCOORD3;
vec4 t0;
vec3 t1;
vec4 t2;
vec3 t3;
float t12;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t12 = dot(t0.xyz, t0.xyz);
    t12 = inversesqrt(t12);
    t0.xyz = vec3(t12) * t0.xyz;
    vs_TEXCOORD1.xyz = t0.xyz;
    t1.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t1.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t1.xyz;
    t1.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t1.xyz;
    vs_TEXCOORD2.xyz = _Object2World[3].xyz * in_POSITION0.www + t1.xyz;
    t1.x = t0.y * t0.y;
    t1.x = t0.x * t0.x + (-t1.x);
    t2 = t0.yzzx * t0.xyzz;
    t3.x = dot(unity_SHBr, t2);
    t3.y = dot(unity_SHBg, t2);
    t3.z = dot(unity_SHBb, t2);
    t1.xyz = unity_SHC.xyz * t1.xxx + t3.xyz;
    t0.w = 1.0;
    t2.x = dot(unity_SHAr, t0);
    t2.y = dot(unity_SHAg, t0);
    t2.z = dot(unity_SHAb, t0);
    vs_TEXCOORD3.xyz = t1.xyz + t2.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform  sampler2D _MainTex;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD3;
out vec4 SV_Target0;
float t0;
vec3 t1;
lowp vec4 t10_1;
vec3 t2;
vec3 t3;
void main()
{
    t0 = dot(vs_TEXCOORD1.xyz, _WorldSpaceLightPos0.xyz);
    t0 = max(t0, 0.0);
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t3.xyz = t10_1.xyz * _Color.xyz;
    t1.xyz = t3.xyz * _LightColor0.xyz;
    t2.xyz = t3.xyz * vs_TEXCOORD3.xyz;
    t1.xyz = t1.xyz * vec3(t0) + t2.xyz;
    SV_Target0.xyz = t3.xyz * vec3(_SelfAmbiant) + t1.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
SubProgram "opengl " {
// Stats: 11 math, 2 textures
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
"!!GLSL#version 120

#ifdef VERTEX
uniform vec4 _ProjectionParams;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
varying vec3 xlv_TEXCOORD3;
varying vec4 xlv_TEXCOORD4;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 v_2;
  v_2.x = _World2Object[0].x;
  v_2.y = _World2Object[1].x;
  v_2.z = _World2Object[2].x;
  v_2.w = _World2Object[3].x;
  vec4 v_3;
  v_3.x = _World2Object[0].y;
  v_3.y = _World2Object[1].y;
  v_3.z = _World2Object[2].y;
  v_3.w = _World2Object[3].y;
  vec4 v_4;
  v_4.x = _World2Object[0].z;
  v_4.y = _World2Object[1].z;
  v_4.z = _World2Object[2].z;
  v_4.w = _World2Object[3].z;
  vec3 tmpvar_5;
  tmpvar_5 = normalize(((
    (v_2.xyz * gl_Normal.x)
   + 
    (v_3.xyz * gl_Normal.y)
  ) + (v_4.xyz * gl_Normal.z)));
  vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  vec3 x2_7;
  vec3 x1_8;
  x1_8.x = dot (unity_SHAr, tmpvar_6);
  x1_8.y = dot (unity_SHAg, tmpvar_6);
  x1_8.z = dot (unity_SHAb, tmpvar_6);
  vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_5.xyzz * tmpvar_5.yzzx);
  x2_7.x = dot (unity_SHBr, tmpvar_9);
  x2_7.y = dot (unity_SHBg, tmpvar_9);
  x2_7.z = dot (unity_SHBb, tmpvar_9);
  vec4 o_10;
  vec4 tmpvar_11;
  tmpvar_11 = (tmpvar_1 * 0.5);
  vec2 tmpvar_12;
  tmpvar_12.x = tmpvar_11.x;
  tmpvar_12.y = (tmpvar_11.y * _ProjectionParams.x);
  o_10.xy = (tmpvar_12 + tmpvar_11.w);
  o_10.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_5;
  xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
  xlv_TEXCOORD3 = ((x2_7 + (unity_SHC.xyz * 
    ((tmpvar_5.x * tmpvar_5.x) - (tmpvar_5.y * tmpvar_5.y))
  )) + x1_8);
  xlv_TEXCOORD4 = o_10;
}


#endif
#ifdef FRAGMENT
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _MainTex;
uniform vec4 _Color;
uniform float _SelfAmbiant;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD3;
varying vec4 xlv_TEXCOORD4;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 c_3;
  vec4 c_4;
  c_4.xyz = ((tmpvar_2.xyz * (_LightColor0.xyz * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x)) * max (0.0, dot (xlv_TEXCOORD1, _WorldSpaceLightPos0.xyz)));
  c_4.w = tmpvar_2.w;
  c_3.w = c_4.w;
  c_3.xyz = (c_4.xyz + (tmpvar_2.xyz * xlv_TEXCOORD3));
  c_1.xyz = (c_3.xyz + (tmpvar_2.xyz * _SelfAmbiant));
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 33 math
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 19 [_MainTex_ST]
Vector 10 [_ProjectionParams]
Vector 11 [_ScreenParams]
Vector 14 [unity_SHAb]
Vector 13 [unity_SHAg]
Vector 12 [unity_SHAr]
Vector 17 [unity_SHBb]
Vector 16 [unity_SHBg]
Vector 15 [unity_SHBr]
Vector 18 [unity_SHC]
"vs_2_0
def c20, 1, 0.5, 0, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
mad oT0.xy, v2, c19, c19.zwzw
dp4 oT2.x, c4, v0
dp4 oT2.y, c5, v0
dp4 oT2.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
nrm r1.xyz, r0
mul r0.x, r1.y, r1.y
mad r0.x, r1.x, r1.x, -r0.x
mul r2, r1.yzzx, r1.xyzz
dp4 r3.x, c15, r2
dp4 r3.y, c16, r2
dp4 r3.z, c17, r2
mad r0.xyz, c18, r0.x, r3
mov r1.w, c20.x
dp4 r2.x, c12, r1
dp4 r2.y, c13, r1
dp4 r2.z, c14, r1
mov oT1.xyz, r1
add oT3.xyz, r0, r2
dp4 r0.y, c1, v0
mul r1.x, r0.y, c10.x
mul r1.w, r1.x, c20.y
dp4 r0.x, c0, v0
dp4 r0.w, c3, v0
mul r1.xz, r0.xyww, c20.y
mad oT4.xy, r1.z, c11.zwzw, r1.xwzw
dp4 r0.z, c2, v0
mov oPos, r0
mov oT4.zw, r0

"
}
SubProgram "d3d11 " {
// Stats: 37 math
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityPerCamera" 144
Vector 80 [_ProjectionParams]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerCamera" 1
BindCB  "UnityLighting" 2
BindCB  "UnityPerDraw" 3
"vs_4_0
root12:aaaeaaaa
eefiecedlhndficbopdfnnkidnaijhoagnacmdodabaaaaaamaahaaaaadaaaaaa
cmaaaaaaceabaaaanmabaaaaejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaanbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapaaaaaanjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaoaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaaoaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaoaaaaaaaacaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaaoaaaaaaaadaaaaaaaaaaaaaaadaaaaaaagaaaaaa
apaaaaaaojaaaaaaaaaaaaaaaaaaaaaaadaaaaaaahaaaaaaapaaaaaafaepfdej
feejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepem
epfcaaklepfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaa
adaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
adamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaakeaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaakeaaaaaaadaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaahaiaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaa
apaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc
nmafaaaaeaaaabaahhabaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaae
egiocaaaabaaaaaaagaaaaaafjaaaaaeegiocaaaacaaaaaacnaaaaaafjaaaaae
egiocaaaadaaaaaabdaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadhcbabaaa
acaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa
gfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaa
adaaaaaagfaaaaadhccabaaaaeaaaaaagfaaaaadpccabaaaafaaaaaagiaaaaac
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acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaaf
pccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa
adaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaadiaaaaai
bcaabaaaabaaaaaaakbabaaaacaaaaaaakiacaaaadaaaaaabaaaaaaadiaaaaai
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bcaabaaaacaaaaaabkbabaaaacaaaaaabkiacaaaadaaaaaabaaaaaaadiaaaaai
ccaabaaaacaaaaaabkbabaaaacaaaaaabkiacaaaadaaaaaabbaaaaaadiaaaaai
ecaabaaaacaaaaaabkbabaaaacaaaaaabkiacaaaadaaaaaabcaaaaaaaaaaaaah
hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaibcaabaaa
acaaaaaackbabaaaacaaaaaackiacaaaadaaaaaabaaaaaaadiaaaaaiccaabaaa
acaaaaaackbabaaaacaaaaaackiacaaaadaaaaaabbaaaaaadiaaaaaiecaabaaa
acaaaaaackbabaaaacaaaaaackiacaaaadaaaaaabcaaaaaaaaaaaaahhcaabaaa
abaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaa
egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaa
abaaaaaadiaaaaahhcaabaaaabaaaaaapgapbaaaabaaaaaaegacbaaaabaaaaaa
dgaaaaafhccabaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaacaaaaaa
fgbfbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaakhcaabaaaacaaaaaa
egiccaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaak
hcaabaaaacaaaaaaegiccaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaa
acaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaadaaaaaaapaaaaaapgbpbaaa
aaaaaaaaegacbaaaacaaaaaadiaaaaahbcaabaaaacaaaaaabkaabaaaabaaaaaa
bkaabaaaabaaaaaadcaaaaakbcaabaaaacaaaaaaakaabaaaabaaaaaaakaabaaa
abaaaaaaakaabaiaebaaaaaaacaaaaaadiaaaaahpcaabaaaadaaaaaajgacbaaa
abaaaaaaegakbaaaabaaaaaabbaaaaaibcaabaaaaeaaaaaaegiocaaaacaaaaaa
cjaaaaaaegaobaaaadaaaaaabbaaaaaiccaabaaaaeaaaaaaegiocaaaacaaaaaa
ckaaaaaaegaobaaaadaaaaaabbaaaaaiecaabaaaaeaaaaaaegiocaaaacaaaaaa
claaaaaaegaobaaaadaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaaacaaaaaa
cmaaaaaaagaabaaaacaaaaaaegacbaaaaeaaaaaadgaaaaaficaabaaaabaaaaaa
abeaaaaaaaaaiadpbbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaacgaaaaaa
egaobaaaabaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaachaaaaaa
egaobaaaabaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaaciaaaaaa
egaobaaaabaaaaaaaaaaaaahhccabaaaaeaaaaaaegacbaaaacaaaaaaegacbaaa
adaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa
afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp
aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaafaaaaaakgaobaaaaaaaaaaa
aaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab
"
}
SubProgram "glcore " {
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
out vec3 vs_TEXCOORD3;
out vec4 vs_TEXCOORD4;
vec4 t0;
vec4 t1;
vec3 t2;
vec4 t3;
vec3 t4;
float t16;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    t0 = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    gl_Position = t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t1.x = in_NORMAL0.x * _World2Object[0].x;
    t1.y = in_NORMAL0.x * _World2Object[1].x;
    t1.z = in_NORMAL0.x * _World2Object[2].x;
    t2.x = in_NORMAL0.y * _World2Object[0].y;
    t2.y = in_NORMAL0.y * _World2Object[1].y;
    t2.z = in_NORMAL0.y * _World2Object[2].y;
    t1.xyz = t1.xyz + t2.xyz;
    t2.x = in_NORMAL0.z * _World2Object[0].z;
    t2.y = in_NORMAL0.z * _World2Object[1].z;
    t2.z = in_NORMAL0.z * _World2Object[2].z;
    t1.xyz = t1.xyz + t2.xyz;
    t16 = dot(t1.xyz, t1.xyz);
    t16 = inversesqrt(t16);
    t1.xyz = vec3(t16) * t1.xyz;
    vs_TEXCOORD1.xyz = t1.xyz;
    t2.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t2.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t2.xyz;
    t2.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t2.xyz;
    vs_TEXCOORD2.xyz = _Object2World[3].xyz * in_POSITION0.www + t2.xyz;
    t2.x = t1.y * t1.y;
    t2.x = t1.x * t1.x + (-t2.x);
    t3 = t1.yzzx * t1.xyzz;
    t4.x = dot(unity_SHBr, t3);
    t4.y = dot(unity_SHBg, t3);
    t4.z = dot(unity_SHBb, t3);
    t2.xyz = unity_SHC.xyz * t2.xxx + t4.xyz;
    t1.w = 1.0;
    t3.x = dot(unity_SHAr, t1);
    t3.y = dot(unity_SHAg, t1);
    t3.z = dot(unity_SHAb, t1);
    vs_TEXCOORD3.xyz = t2.xyz + t3.xyz;
    t0.y = t0.y * _ProjectionParams.x;
    t1.xzw = t0.xwy * vec3(0.5, 0.5, 0.5);
    vs_TEXCOORD4.zw = t0.zw;
    vs_TEXCOORD4.xy = t1.zz + t1.xw;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform  sampler2D _MainTex;
uniform  sampler2D _ShadowMapTexture;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD3;
in  vec4 vs_TEXCOORD4;
out vec4 SV_Target0;
vec3 t0;
vec3 t1;
lowp vec4 t10_1;
vec3 t2;
vec3 t3;
void main()
{
    t0.x = dot(vs_TEXCOORD1.xyz, _WorldSpaceLightPos0.xyz);
    t0.x = max(t0.x, 0.0);
    t3.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
    t10_1 = texture(_ShadowMapTexture, t3.xy);
    t3.xyz = t10_1.xxx * _LightColor0.xyz;
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t1.xyz = t10_1.xyz * _Color.xyz;
    t3.xyz = t3.xyz * t1.xyz;
    t2.xyz = t1.xyz * vs_TEXCOORD3.xyz;
    t0.xyz = t3.xyz * t0.xxx + t2.xyz;
    SV_Target0.xyz = t1.xyz * vec3(_SelfAmbiant) + t0.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
SubProgram "opengl " {
// Stats: 10 math, 1 textures
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
"!!GLSL#version 120

#ifdef VERTEX
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosZ0;
uniform vec4 unity_4LightAtten0;
uniform vec4 unity_LightColor[8];
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
varying vec3 xlv_TEXCOORD3;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = (_Object2World * gl_Vertex).xyz;
  vec4 v_2;
  v_2.x = _World2Object[0].x;
  v_2.y = _World2Object[1].x;
  v_2.z = _World2Object[2].x;
  v_2.w = _World2Object[3].x;
  vec4 v_3;
  v_3.x = _World2Object[0].y;
  v_3.y = _World2Object[1].y;
  v_3.z = _World2Object[2].y;
  v_3.w = _World2Object[3].y;
  vec4 v_4;
  v_4.x = _World2Object[0].z;
  v_4.y = _World2Object[1].z;
  v_4.z = _World2Object[2].z;
  v_4.w = _World2Object[3].z;
  vec3 tmpvar_5;
  tmpvar_5 = normalize(((
    (v_2.xyz * gl_Normal.x)
   + 
    (v_3.xyz * gl_Normal.y)
  ) + (v_4.xyz * gl_Normal.z)));
  vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  vec3 x2_7;
  vec3 x1_8;
  x1_8.x = dot (unity_SHAr, tmpvar_6);
  x1_8.y = dot (unity_SHAg, tmpvar_6);
  x1_8.z = dot (unity_SHAb, tmpvar_6);
  vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_5.xyzz * tmpvar_5.yzzx);
  x2_7.x = dot (unity_SHBr, tmpvar_9);
  x2_7.y = dot (unity_SHBg, tmpvar_9);
  x2_7.z = dot (unity_SHBb, tmpvar_9);
  vec3 col_10;
  vec4 ndotl_11;
  vec4 lengthSq_12;
  vec4 tmpvar_13;
  tmpvar_13 = (unity_4LightPosX0 - tmpvar_1.x);
  vec4 tmpvar_14;
  tmpvar_14 = (unity_4LightPosY0 - tmpvar_1.y);
  vec4 tmpvar_15;
  tmpvar_15 = (unity_4LightPosZ0 - tmpvar_1.z);
  lengthSq_12 = (tmpvar_13 * tmpvar_13);
  lengthSq_12 = (lengthSq_12 + (tmpvar_14 * tmpvar_14));
  lengthSq_12 = (lengthSq_12 + (tmpvar_15 * tmpvar_15));
  ndotl_11 = (tmpvar_13 * tmpvar_5.x);
  ndotl_11 = (ndotl_11 + (tmpvar_14 * tmpvar_5.y));
  ndotl_11 = (ndotl_11 + (tmpvar_15 * tmpvar_5.z));
  vec4 tmpvar_16;
  tmpvar_16 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_11 * inversesqrt(lengthSq_12)));
  ndotl_11 = tmpvar_16;
  vec4 tmpvar_17;
  tmpvar_17 = (tmpvar_16 * (1.0/((1.0 + 
    (lengthSq_12 * unity_4LightAtten0)
  ))));
  col_10 = (unity_LightColor[0].xyz * tmpvar_17.x);
  col_10 = (col_10 + (unity_LightColor[1].xyz * tmpvar_17.y));
  col_10 = (col_10 + (unity_LightColor[2].xyz * tmpvar_17.z));
  col_10 = (col_10 + (unity_LightColor[3].xyz * tmpvar_17.w));
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_5;
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = (((x2_7 + 
    (unity_SHC.xyz * ((tmpvar_5.x * tmpvar_5.x) - (tmpvar_5.y * tmpvar_5.y)))
  ) + x1_8) + col_10);
}


#endif
#ifdef FRAGMENT
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform vec4 _Color;
uniform float _SelfAmbiant;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD3;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 c_3;
  vec4 c_4;
  c_4.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * max (0.0, dot (xlv_TEXCOORD1, _WorldSpaceLightPos0.xyz)));
  c_4.w = tmpvar_2.w;
  c_3.w = c_4.w;
  c_3.xyz = (c_4.xyz + (tmpvar_2.xyz * xlv_TEXCOORD3));
  c_1.xyz = (c_3.xyz + (tmpvar_2.xyz * _SelfAmbiant));
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 55 math
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 8 [_Object2World] 3
Matrix 11 [_World2Object] 3
Matrix 4 [glstate_matrix_mvp]
Vector 25 [_MainTex_ST]
Vector 17 [unity_4LightAtten0]
Vector 14 [unity_4LightPosX0]
Vector 15 [unity_4LightPosY0]
Vector 16 [unity_4LightPosZ0]
Vector 0 [unity_LightColor0]
Vector 1 [unity_LightColor1]
Vector 2 [unity_LightColor2]
Vector 3 [unity_LightColor3]
Vector 20 [unity_SHAb]
Vector 19 [unity_SHAg]
Vector 18 [unity_SHAr]
Vector 23 [unity_SHBb]
Vector 22 [unity_SHBg]
Vector 21 [unity_SHBr]
Vector 24 [unity_SHC]
"vs_2_0
def c26, 1, 0, 0, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dp4 oPos.x, c4, v0
dp4 oPos.y, c5, v0
dp4 oPos.z, c6, v0
dp4 oPos.w, c7, v0
mad oT0.xy, v2, c25, c25.zwzw
mul r0.xyz, v1.y, c12
mad r0.xyz, c11, v1.x, r0
mad r0.xyz, c13, v1.z, r0
nrm r1.xyz, r0
mul r0.x, r1.y, r1.y
mad r0.x, r1.x, r1.x, -r0.x
mul r2, r1.yzzx, r1.xyzz
dp4 r3.x, c21, r2
dp4 r3.y, c22, r2
dp4 r3.z, c23, r2
mad r0.xyz, c24, r0.x, r3
mov r1.w, c26.x
dp4 r2.x, c18, r1
dp4 r2.y, c19, r1
dp4 r2.z, c20, r1
add r0.xyz, r0, r2
dp4 r2.y, c9, v0
add r3, -r2.y, c15
mul r4, r1.y, r3
mul r3, r3, r3
dp4 r2.x, c8, v0
add r5, -r2.x, c14
mad r4, r5, r1.x, r4
mad r3, r5, r5, r3
dp4 r2.z, c10, v0
add r5, -r2.z, c16
mov oT2.xyz, r2
mad r2, r5, r1.z, r4
mov oT1.xyz, r1
mad r1, r5, r5, r3
rsq r3.x, r1.x
rsq r3.y, r1.y
rsq r3.z, r1.z
rsq r3.w, r1.w
mov r4.x, c26.x
mad r1, r1, c17, r4.x
mul r2, r2, r3
max r2, r2, c26.y
rcp r3.x, r1.x
rcp r3.y, r1.y
rcp r3.z, r1.z
rcp r3.w, r1.w
mul r1, r2, r3
mul r2.xyz, r1.y, c1
mad r2.xyz, c0, r1.x, r2
mad r1.xyz, c2, r1.z, r2
mad r1.xyz, c3, r1.w, r1
add oT3.xyz, r0, r1

"
}
SubProgram "d3d11 " {
// Stats: 54 math
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 32 [unity_4LightPosX0]
Vector 48 [unity_4LightPosY0]
Vector 64 [unity_4LightPosZ0]
Vector 80 [unity_4LightAtten0]
Vector 96 [unity_LightColor0]
Vector 112 [unity_LightColor1]
Vector 128 [unity_LightColor2]
Vector 144 [unity_LightColor3]
Vector 160 [unity_LightColor4]
Vector 176 [unity_LightColor5]
Vector 192 [unity_LightColor6]
Vector 208 [unity_LightColor7]
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityPerDraw" 2
"vs_4_0
root12:aaadaaaa
eefiecedmcafebnfdahffilkippfemammonknpfeabaaaaaammajaaaaadaaaaaa
cmaaaaaaceabaaaameabaaaaejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaanbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapaaaaaanjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaoaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaaoaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaoaaaaaaaacaaaaaaaaaaaaaa
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apaaaaaaojaaaaaaaaaaaaaaaaaaaaaaadaaaaaaahaaaaaaapaaaaaafaepfdej
feejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepem
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adamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklfdeieefcaaaiaaaaeaaaabaaaaacaaaafjaaaaaeegiocaaaaaaaaaaa
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akbabaaaacaaaaaaakiacaaaacaaaaaabaaaaaaadiaaaaaiccaabaaaaaaaaaaa
akbabaaaacaaaaaaakiacaaaacaaaaaabbaaaaaadiaaaaaiecaabaaaaaaaaaaa
akbabaaaacaaaaaaakiacaaaacaaaaaabcaaaaaadiaaaaaibcaabaaaabaaaaaa
bkbabaaaacaaaaaabkiacaaaacaaaaaabaaaaaaadiaaaaaiccaabaaaabaaaaaa
bkbabaaaacaaaaaabkiacaaaacaaaaaabbaaaaaadiaaaaaiecaabaaaabaaaaaa
bkbabaaaacaaaaaabkiacaaaacaaaaaabcaaaaaaaaaaaaahhcaabaaaaaaaaaaa
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acaaaaaackiacaaaacaaaaaabaaaaaaadiaaaaaiccaabaaaabaaaaaackbabaaa
acaaaaaackiacaaaacaaaaaabbaaaaaadiaaaaaiecaabaaaabaaaaaackbabaaa
acaaaaaackiacaaaacaaaaaabcaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaa
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egacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah
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acaaaaaaegacbaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgbfbaaaaaaaaaaa
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egiccaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak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"
}
SubProgram "d3d11_9x " {
// Stats: 54 math
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 32 [unity_4LightPosX0]
Vector 48 [unity_4LightPosY0]
Vector 64 [unity_4LightPosZ0]
Vector 80 [unity_4LightAtten0]
Vector 96 [unity_LightColor0]
Vector 112 [unity_LightColor1]
Vector 128 [unity_LightColor2]
Vector 144 [unity_LightColor3]
Vector 160 [unity_LightColor4]
Vector 176 [unity_LightColor5]
Vector 192 [unity_LightColor6]
Vector 208 [unity_LightColor7]
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityPerDraw" 2
"vs_4_0_level_9_1
root12:aaadaaaa
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}
SubProgram "glcore " {
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
out vec3 vs_TEXCOORD3;
vec4 t0;
vec4 t1;
vec4 t2;
vec4 t3;
vec4 t4;
vec4 t5;
float t18;
float t19;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t18 = dot(t0.xyz, t0.xyz);
    t18 = inversesqrt(t18);
    t0.xyz = vec3(t18) * t0.xyz;
    vs_TEXCOORD1.xyz = t0.xyz;
    t1.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t1.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t1.xyz;
    t1.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t1.xyz;
    t1.xyz = _Object2World[3].xyz * in_POSITION0.www + t1.xyz;
    vs_TEXCOORD2.xyz = t1.xyz;
    t19 = t0.y * t0.y;
    t19 = t0.x * t0.x + (-t19);
    t2 = t0.yzzx * t0.xyzz;
    t3.x = dot(unity_SHBr, t2);
    t3.y = dot(unity_SHBg, t2);
    t3.z = dot(unity_SHBb, t2);
    t2.xyz = unity_SHC.xyz * vec3(t19) + t3.xyz;
    t0.w = 1.0;
    t3.x = dot(unity_SHAr, t0);
    t3.y = dot(unity_SHAg, t0);
    t3.z = dot(unity_SHAb, t0);
    t2.xyz = t2.xyz + t3.xyz;
    t3 = (-t1.yyyy) + unity_4LightPosY0;
    t4 = t0.yyyy * t3;
    t3 = t3 * t3;
    t5 = (-t1.xxxx) + unity_4LightPosX0;
    t1 = (-t1.zzzz) + unity_4LightPosZ0;
    t4 = t5 * t0.xxxx + t4;
    t0 = t1 * t0.zzzz + t4;
    t3 = t5 * t5 + t3;
    t1 = t1 * t1 + t3;
    t3 = inversesqrt(t1);
    t1 = t1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
    t1 = vec4(1.0, 1.0, 1.0, 1.0) / t1;
    t0 = t0 * t3;
    t0 = max(t0, vec4(0.0, 0.0, 0.0, 0.0));
    t0 = t1 * t0;
    t1.xyz = t0.yyy * unity_LightColor[1].xyz;
    t1.xyz = unity_LightColor[0].xyz * t0.xxx + t1.xyz;
    t0.xyz = unity_LightColor[2].xyz * t0.zzz + t1.xyz;
    t0.xyz = unity_LightColor[3].xyz * t0.www + t0.xyz;
    vs_TEXCOORD3.xyz = t0.xyz + t2.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform  sampler2D _MainTex;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD3;
out vec4 SV_Target0;
float t0;
vec3 t1;
lowp vec4 t10_1;
vec3 t2;
vec3 t3;
void main()
{
    t0 = dot(vs_TEXCOORD1.xyz, _WorldSpaceLightPos0.xyz);
    t0 = max(t0, 0.0);
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t3.xyz = t10_1.xyz * _Color.xyz;
    t1.xyz = t3.xyz * _LightColor0.xyz;
    t2.xyz = t3.xyz * vs_TEXCOORD3.xyz;
    t1.xyz = t1.xyz * vec3(t0) + t2.xyz;
    SV_Target0.xyz = t3.xyz * vec3(_SelfAmbiant) + t1.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
SubProgram "opengl " {
// Stats: 11 math, 2 textures
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
"!!GLSL#version 120

#ifdef VERTEX
uniform vec4 _ProjectionParams;
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosZ0;
uniform vec4 unity_4LightAtten0;
uniform vec4 unity_LightColor[8];
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
varying vec3 xlv_TEXCOORD3;
varying vec4 xlv_TEXCOORD4;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec3 tmpvar_2;
  tmpvar_2 = (_Object2World * gl_Vertex).xyz;
  vec4 v_3;
  v_3.x = _World2Object[0].x;
  v_3.y = _World2Object[1].x;
  v_3.z = _World2Object[2].x;
  v_3.w = _World2Object[3].x;
  vec4 v_4;
  v_4.x = _World2Object[0].y;
  v_4.y = _World2Object[1].y;
  v_4.z = _World2Object[2].y;
  v_4.w = _World2Object[3].y;
  vec4 v_5;
  v_5.x = _World2Object[0].z;
  v_5.y = _World2Object[1].z;
  v_5.z = _World2Object[2].z;
  v_5.w = _World2Object[3].z;
  vec3 tmpvar_6;
  tmpvar_6 = normalize(((
    (v_3.xyz * gl_Normal.x)
   + 
    (v_4.xyz * gl_Normal.y)
  ) + (v_5.xyz * gl_Normal.z)));
  vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = tmpvar_6;
  vec3 x2_8;
  vec3 x1_9;
  x1_9.x = dot (unity_SHAr, tmpvar_7);
  x1_9.y = dot (unity_SHAg, tmpvar_7);
  x1_9.z = dot (unity_SHAb, tmpvar_7);
  vec4 tmpvar_10;
  tmpvar_10 = (tmpvar_6.xyzz * tmpvar_6.yzzx);
  x2_8.x = dot (unity_SHBr, tmpvar_10);
  x2_8.y = dot (unity_SHBg, tmpvar_10);
  x2_8.z = dot (unity_SHBb, tmpvar_10);
  vec3 col_11;
  vec4 ndotl_12;
  vec4 lengthSq_13;
  vec4 tmpvar_14;
  tmpvar_14 = (unity_4LightPosX0 - tmpvar_2.x);
  vec4 tmpvar_15;
  tmpvar_15 = (unity_4LightPosY0 - tmpvar_2.y);
  vec4 tmpvar_16;
  tmpvar_16 = (unity_4LightPosZ0 - tmpvar_2.z);
  lengthSq_13 = (tmpvar_14 * tmpvar_14);
  lengthSq_13 = (lengthSq_13 + (tmpvar_15 * tmpvar_15));
  lengthSq_13 = (lengthSq_13 + (tmpvar_16 * tmpvar_16));
  ndotl_12 = (tmpvar_14 * tmpvar_6.x);
  ndotl_12 = (ndotl_12 + (tmpvar_15 * tmpvar_6.y));
  ndotl_12 = (ndotl_12 + (tmpvar_16 * tmpvar_6.z));
  vec4 tmpvar_17;
  tmpvar_17 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_12 * inversesqrt(lengthSq_13)));
  ndotl_12 = tmpvar_17;
  vec4 tmpvar_18;
  tmpvar_18 = (tmpvar_17 * (1.0/((1.0 + 
    (lengthSq_13 * unity_4LightAtten0)
  ))));
  col_11 = (unity_LightColor[0].xyz * tmpvar_18.x);
  col_11 = (col_11 + (unity_LightColor[1].xyz * tmpvar_18.y));
  col_11 = (col_11 + (unity_LightColor[2].xyz * tmpvar_18.z));
  col_11 = (col_11 + (unity_LightColor[3].xyz * tmpvar_18.w));
  vec4 o_19;
  vec4 tmpvar_20;
  tmpvar_20 = (tmpvar_1 * 0.5);
  vec2 tmpvar_21;
  tmpvar_21.x = tmpvar_20.x;
  tmpvar_21.y = (tmpvar_20.y * _ProjectionParams.x);
  o_19.xy = (tmpvar_21 + tmpvar_20.w);
  o_19.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_6;
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = (((x2_8 + 
    (unity_SHC.xyz * ((tmpvar_6.x * tmpvar_6.x) - (tmpvar_6.y * tmpvar_6.y)))
  ) + x1_9) + col_11);
  xlv_TEXCOORD4 = o_19;
}


#endif
#ifdef FRAGMENT
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _MainTex;
uniform vec4 _Color;
uniform float _SelfAmbiant;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD3;
varying vec4 xlv_TEXCOORD4;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 c_3;
  vec4 c_4;
  c_4.xyz = ((tmpvar_2.xyz * (_LightColor0.xyz * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x)) * max (0.0, dot (xlv_TEXCOORD1, _WorldSpaceLightPos0.xyz)));
  c_4.w = tmpvar_2.w;
  c_3.w = c_4.w;
  c_3.xyz = (c_4.xyz + (tmpvar_2.xyz * xlv_TEXCOORD3));
  c_1.xyz = (c_3.xyz + (tmpvar_2.xyz * _SelfAmbiant));
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 61 math
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 8 [_Object2World] 3
Matrix 11 [_World2Object] 3
Matrix 4 [glstate_matrix_mvp]
Vector 27 [_MainTex_ST]
Vector 14 [_ProjectionParams]
Vector 15 [_ScreenParams]
Vector 19 [unity_4LightAtten0]
Vector 16 [unity_4LightPosX0]
Vector 17 [unity_4LightPosY0]
Vector 18 [unity_4LightPosZ0]
Vector 0 [unity_LightColor0]
Vector 1 [unity_LightColor1]
Vector 2 [unity_LightColor2]
Vector 3 [unity_LightColor3]
Vector 22 [unity_SHAb]
Vector 21 [unity_SHAg]
Vector 20 [unity_SHAr]
Vector 25 [unity_SHBb]
Vector 24 [unity_SHBg]
Vector 23 [unity_SHBr]
Vector 26 [unity_SHC]
"vs_2_0
def c28, 1, 0, 0.5, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
mad oT0.xy, v2, c27, c27.zwzw
mul r0.xyz, v1.y, c12
mad r0.xyz, c11, v1.x, r0
mad r0.xyz, c13, v1.z, r0
nrm r1.xyz, r0
mul r0.x, r1.y, r1.y
mad r0.x, r1.x, r1.x, -r0.x
mul r2, r1.yzzx, r1.xyzz
dp4 r3.x, c23, r2
dp4 r3.y, c24, r2
dp4 r3.z, c25, r2
mad r0.xyz, c26, r0.x, r3
mov r1.w, c28.x
dp4 r2.x, c20, r1
dp4 r2.y, c21, r1
dp4 r2.z, c22, r1
add r0.xyz, r0, r2
dp4 r2.y, c9, v0
add r3, -r2.y, c17
mul r4, r1.y, r3
mul r3, r3, r3
dp4 r2.x, c8, v0
add r5, -r2.x, c16
mad r4, r5, r1.x, r4
mad r3, r5, r5, r3
dp4 r2.z, c10, v0
add r5, -r2.z, c18
mov oT2.xyz, r2
mad r2, r5, r1.z, r4
mov oT1.xyz, r1
mad r1, r5, r5, r3
rsq r3.x, r1.x
rsq r3.y, r1.y
rsq r3.z, r1.z
rsq r3.w, r1.w
mov r4.x, c28.x
mad r1, r1, c19, r4.x
mul r2, r2, r3
max r2, r2, c28.y
rcp r3.x, r1.x
rcp r3.y, r1.y
rcp r3.z, r1.z
rcp r3.w, r1.w
mul r1, r2, r3
mul r2.xyz, r1.y, c1
mad r2.xyz, c0, r1.x, r2
mad r1.xyz, c2, r1.z, r2
mad r1.xyz, c3, r1.w, r1
add oT3.xyz, r0, r1
dp4 r0.y, c5, v0
mul r1.x, r0.y, c14.x
mul r1.w, r1.x, c28.z
dp4 r0.x, c4, v0
dp4 r0.w, c7, v0
mul r1.xz, r0.xyww, c28.z
mad oT4.xy, r1.z, c15.zwzw, r1.xwzw
dp4 r0.z, c6, v0
mov oPos, r0
mov oT4.zw, r0

"
}
SubProgram "d3d11 " {
// Stats: 57 math
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityPerCamera" 144
Vector 80 [_ProjectionParams]
ConstBuffer "UnityLighting" 720
Vector 32 [unity_4LightPosX0]
Vector 48 [unity_4LightPosY0]
Vector 64 [unity_4LightPosZ0]
Vector 80 [unity_4LightAtten0]
Vector 96 [unity_LightColor0]
Vector 112 [unity_LightColor1]
Vector 128 [unity_LightColor2]
Vector 144 [unity_LightColor3]
Vector 160 [unity_LightColor4]
Vector 176 [unity_LightColor5]
Vector 192 [unity_LightColor6]
Vector 208 [unity_LightColor7]
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerCamera" 1
BindCB  "UnityLighting" 2
BindCB  "UnityPerDraw" 3
"vs_4_0
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feejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepem
epfcaaklepfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaa
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bbaaaaaiccaabaaaaeaaaaaaegiocaaaacaaaaaackaaaaaaegaobaaaadaaaaaa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"
}
SubProgram "glcore " {
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
out vec3 vs_TEXCOORD3;
out vec4 vs_TEXCOORD4;
vec4 t0;
vec4 t1;
vec4 t2;
vec4 t3;
vec4 t4;
vec4 t5;
vec4 t6;
float t22;
float t23;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    t0 = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    gl_Position = t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t1.x = in_NORMAL0.x * _World2Object[0].x;
    t1.y = in_NORMAL0.x * _World2Object[1].x;
    t1.z = in_NORMAL0.x * _World2Object[2].x;
    t2.x = in_NORMAL0.y * _World2Object[0].y;
    t2.y = in_NORMAL0.y * _World2Object[1].y;
    t2.z = in_NORMAL0.y * _World2Object[2].y;
    t1.xyz = t1.xyz + t2.xyz;
    t2.x = in_NORMAL0.z * _World2Object[0].z;
    t2.y = in_NORMAL0.z * _World2Object[1].z;
    t2.z = in_NORMAL0.z * _World2Object[2].z;
    t1.xyz = t1.xyz + t2.xyz;
    t22 = dot(t1.xyz, t1.xyz);
    t22 = inversesqrt(t22);
    t1.xyz = vec3(t22) * t1.xyz;
    vs_TEXCOORD1.xyz = t1.xyz;
    t2.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t2.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t2.xyz;
    t2.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t2.xyz;
    t2.xyz = _Object2World[3].xyz * in_POSITION0.www + t2.xyz;
    vs_TEXCOORD2.xyz = t2.xyz;
    t23 = t1.y * t1.y;
    t23 = t1.x * t1.x + (-t23);
    t3 = t1.yzzx * t1.xyzz;
    t4.x = dot(unity_SHBr, t3);
    t4.y = dot(unity_SHBg, t3);
    t4.z = dot(unity_SHBb, t3);
    t3.xyz = unity_SHC.xyz * vec3(t23) + t4.xyz;
    t1.w = 1.0;
    t4.x = dot(unity_SHAr, t1);
    t4.y = dot(unity_SHAg, t1);
    t4.z = dot(unity_SHAb, t1);
    t3.xyz = t3.xyz + t4.xyz;
    t4 = (-t2.yyyy) + unity_4LightPosY0;
    t5 = t1.yyyy * t4;
    t4 = t4 * t4;
    t6 = (-t2.xxxx) + unity_4LightPosX0;
    t2 = (-t2.zzzz) + unity_4LightPosZ0;
    t5 = t6 * t1.xxxx + t5;
    t1 = t2 * t1.zzzz + t5;
    t4 = t6 * t6 + t4;
    t2 = t2 * t2 + t4;
    t4 = inversesqrt(t2);
    t2 = t2 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
    t2 = vec4(1.0, 1.0, 1.0, 1.0) / t2;
    t1 = t1 * t4;
    t1 = max(t1, vec4(0.0, 0.0, 0.0, 0.0));
    t1 = t2 * t1;
    t2.xyz = t1.yyy * unity_LightColor[1].xyz;
    t2.xyz = unity_LightColor[0].xyz * t1.xxx + t2.xyz;
    t1.xyz = unity_LightColor[2].xyz * t1.zzz + t2.xyz;
    t1.xyz = unity_LightColor[3].xyz * t1.www + t1.xyz;
    vs_TEXCOORD3.xyz = t1.xyz + t3.xyz;
    t0.y = t0.y * _ProjectionParams.x;
    t1.xzw = t0.xwy * vec3(0.5, 0.5, 0.5);
    vs_TEXCOORD4.zw = t0.zw;
    vs_TEXCOORD4.xy = t1.zz + t1.xw;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform  sampler2D _MainTex;
uniform  sampler2D _ShadowMapTexture;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD3;
in  vec4 vs_TEXCOORD4;
out vec4 SV_Target0;
vec3 t0;
vec3 t1;
lowp vec4 t10_1;
vec3 t2;
vec3 t3;
void main()
{
    t0.x = dot(vs_TEXCOORD1.xyz, _WorldSpaceLightPos0.xyz);
    t0.x = max(t0.x, 0.0);
    t3.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
    t10_1 = texture(_ShadowMapTexture, t3.xy);
    t3.xyz = t10_1.xxx * _LightColor0.xyz;
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t1.xyz = t10_1.xyz * _Color.xyz;
    t3.xyz = t3.xyz * t1.xyz;
    t2.xyz = t1.xyz * vs_TEXCOORD3.xyz;
    t0.xyz = t3.xyz * t0.xxx + t2.xyz;
    SV_Target0.xyz = t1.xyz * vec3(_SelfAmbiant) + t0.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
SubProgram "d3d11_9x " {
// Stats: 42 math
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityShadows" 416
Matrix 128 [unity_World2Shadow0]
Matrix 192 [unity_World2Shadow1]
Matrix 256 [unity_World2Shadow2]
Matrix 320 [unity_World2Shadow3]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityShadows" 2
BindCB  "UnityPerDraw" 3
"vs_4_0_level_9_1
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epepfceeaaklklkl"
}
SubProgram "d3d11_9x " {
// Stats: 62 math
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 32 [unity_4LightPosX0]
Vector 48 [unity_4LightPosY0]
Vector 64 [unity_4LightPosZ0]
Vector 80 [unity_4LightAtten0]
Vector 96 [unity_LightColor0]
Vector 112 [unity_LightColor1]
Vector 128 [unity_LightColor2]
Vector 144 [unity_LightColor3]
Vector 160 [unity_LightColor4]
Vector 176 [unity_LightColor5]
Vector 192 [unity_LightColor6]
Vector 208 [unity_LightColor7]
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityShadows" 416
Matrix 128 [unity_World2Shadow0]
Matrix 192 [unity_World2Shadow1]
Matrix 256 [unity_World2Shadow2]
Matrix 320 [unity_World2Shadow3]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityShadows" 2
BindCB  "UnityPerDraw" 3
"vs_4_0_level_9_1
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abaaaaaadoaaaaabejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaanbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapaaaaaanjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
oaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaaoaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaoaaaaaaaacaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaaoaaaaaaaadaaaaaaaaaaaaaaadaaaaaaagaaaaaaapaaaaaa
ojaaaaaaaaaaaaaaaaaaaaaaadaaaaaaahaaaaaaapaaaaaafaepfdejfeejepeo
aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl
epfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaa
aaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa
keaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaa
aaaaaaaaadaaaaaaadaaaaaaahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa
aeaaaaaaahaiaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}
}
Program "fp" {
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 9 math, 1 textures
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
Vector 2 [_Color]
Vector 1 [_LightColor0]
Float 3 [_SelfAmbiant]
Vector 0 [_WorldSpaceLightPos0]
SetTexture 0 [_MainTex] 2D 0
"ps_2_0
def c4, 0, 1, 0, 0
dcl t0.xy
dcl_pp t1.xyz
dcl_pp t3.xyz
dcl_2d s0
texld r0, t0, s0
dp3_pp r0.w, t1, c0
max_pp r1.w, r0.w, c4.x
mul_pp r0.xyz, r0, c2
mul_pp r1.xyz, r0, c1
mul_pp r2.xyz, r0, t3
mad_pp r1.xyz, r1, r1.w, r2
mad_pp r0.xyz, r0, c3.x, r1
mov_pp r0.w, c4.y
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 7 math, 1 textures
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 192
Vector 96 [_LightColor0]
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0
root12:abacabaa
eefiecedakcnaaheplidjkpbkljejlmhiebpgajkabaaaaaakeacaaaaadaaaaaa
cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
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adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcjmabaaaaeaaaaaaaghaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaa
fjaaaaaeegiocaaaabaaaaaaabaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae
aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa
acaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac
adaaaaaabaaaaaaibcaabaaaaaaaaaaaegbcbaaaacaaaaaaegiccaaaabaaaaaa
aaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaa
efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa
aaaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaa
ajaaaaaadiaaaaaihcaabaaaabaaaaaajgahbaaaaaaaaaaaegiccaaaaaaaaaaa
agaaaaaadiaaaaahhcaabaaaacaaaaaajgahbaaaaaaaaaaaegbcbaaaaeaaaaaa
dcaaaaajhcaabaaaabaaaaaaegacbaaaabaaaaaaagaabaaaaaaaaaaaegacbaaa
acaaaaaadcaaaaakhccabaaaaaaaaaaajgahbaaaaaaaaaaaagiacaaaaaaaaaaa
akaaaaaaegacbaaaabaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaiadp
doaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 7 math, 1 textures
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 192
Vector 96 [_LightColor0]
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0_level_9_1
root12:abacabaa
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daaaaaaaheabaaaabiadaaaaliadaaaaebgpgodjdmabaaaadmabaaaaaaacpppp
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aiaaaaadaaaaciiaabaaoelaadaaoekaalaaaaadabaaciiaaaaappiaaeaaaaka
afaaaaadaaaachiaaaaaoeiaabaaoekaafaaaaadabaachiaaaaaoeiaaaaaoeka
afaaaaadacaachiaaaaaoeiaadaaoelaaeaaaaaeabaachiaabaaoeiaabaappia
acaaoeiaaeaaaaaeaaaachiaaaaaoeiaacaaaakaabaaoeiaabaaaaacaaaaciia
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gcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa
aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaaibcaabaaa
aaaaaaaaegbcbaaaacaaaaaaegiccaaaabaaaaaaaaaaaaaadeaaaaahbcaabaaa
aaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa
egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaiocaabaaa
aaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaajaaaaaadiaaaaaihcaabaaa
abaaaaaajgahbaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaadiaaaaahhcaabaaa
acaaaaaajgahbaaaaaaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaabaaaaaa
egacbaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaa
aaaaaaaajgahbaaaaaaaaaaaagiacaaaaaaaaaaaakaaaaaaegacbaaaabaaaaaa
dgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaiadpdoaaaaabejfdeheojiaaaaaa
afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa
adaaaaaaahaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaa
fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa
abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa
fdfgfpfegbhcghgfheaaklkl"
}
SubProgram "glcore " {
Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
"!!GL3x"
}
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 10 math, 2 textures
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
Vector 2 [_Color]
Vector 1 [_LightColor0]
Float 3 [_SelfAmbiant]
Vector 0 [_WorldSpaceLightPos0]
SetTexture 0 [_ShadowMapTexture] 2D 0
SetTexture 1 [_MainTex] 2D 1
"ps_2_0
def c4, 0, 1, 0, 0
dcl t0.xy
dcl_pp t1.xyz
dcl_pp t3.xyz
dcl_pp t4
dcl_2d s0
dcl_2d s1
texldp_pp r0, t4, s0
texld r1, t0, s1
dp3_pp r1.w, t1, c0
max_pp r0.y, r1.w, c4.x
mul_pp r2.xyz, r0.x, c1
mul_pp r1.xyz, r1, c2
mul_pp r2.xyz, r2, r1
mul_pp r3.xyz, r1, t3
mad_pp r0.xyz, r2, r0.y, r3
mad_pp r0.xyz, r1, c3.x, r0
mov_pp r0.w, c4.y
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 9 math, 2 textures
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_ShadowMapTexture] 2D 0
ConstBuffer "$Globals" 192
Vector 96 [_LightColor0]
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0
root12:acacacaa
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cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
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adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
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adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefccaacaaaa
eaaaaaaaiiaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaa
abaaaaaaabaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
gcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa
aeaaaaaagcbaaaadlcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac
adaaaaaabaaaaaaibcaabaaaaaaaaaaaegbcbaaaacaaaaaaegiccaaaabaaaaaa
aaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaa
aoaaaaahgcaabaaaaaaaaaaaagbbbaaaafaaaaaapgbpbaaaafaaaaaaefaaaaaj
pcaabaaaabaaaaaajgafbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaa
diaaaaaiocaabaaaaaaaaaaaagaabaaaabaaaaaaagijcaaaaaaaaaaaagaaaaaa
efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa
abaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa
ajaaaaaadiaaaaahocaabaaaaaaaaaaafgaobaaaaaaaaaaaagajbaaaabaaaaaa
diaaaaahhcaabaaaacaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaadcaaaaaj
hcaabaaaaaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaaakaaaaaa
egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaiadpdoaaaaab
"
}
SubProgram "glcore " {
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
"!!GL3x"
}
SubProgram "d3d11_9x " {
// Stats: 10 math, 1 textures
Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
SetTexture 0 [_MainTex] 2D 0
SetTexture 15 [_ShadowMapTexture] 2D 15
ConstBuffer "$Globals" 192
Vector 96 [_LightColor0]
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
ConstBuffer "UnityShadows" 416
Vector 384 [_LightShadowData]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityShadows" 2
"ps_4_0_level_9_1
root12:baadbaaa
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deaaaaaaoaabaaaafaaeaaaagaaeaaaabiafaaaaebgpgodjkeabaaaakeabaaaa
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abaaaaaaabaaadaaaaaaaaaaacaabiaaabaaaeaaaaaaaaaaaaacppppfbaaaaaf
afaaapkaaaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadla
bpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaaia
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abaaciiaabaaoelaadaaoekaalaaaaadaaaacciaabaappiaafaaffkaabaaaaac
abaaaiiaafaaaakabcaaaaaeacaaciiaaaaaaaiaabaappiaaeaaaakaafaaaaad
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acaachiaacaaoeiaabaaoeiaafaaaaadadaachiaabaaoeiaadaaoelaaeaaaaae
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fdeieefcgiacaaaaeaaaaaaajkaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaa
fjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaa
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aaaaaaaaffffaaaafibiaaaeaahabaaaapaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaad
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bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegiccaaaabaaaaaaaaaaaaaadeaaaaah
bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaaehaaaaalccaabaaa
aaaaaaaaegbabaaaafaaaaaaaghabaaaapaaaaaaaagabaaaapaaaaaackbabaaa
afaaaaaaaaaaaaajecaabaaaaaaaaaaaakiacaiaebaaaaaaacaaaaaabiaaaaaa
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abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa
egacbaaaabaaaaaaegiccaaaaaaaaaaaajaaaaaadiaaaaahocaabaaaaaaaaaaa
fgaobaaaaaaaaaaaagajbaaaabaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaa
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agaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa
abaaaaaaagiacaaaaaaaaaaaakaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa
aaaaaaaaabeaaaaaaaaaiadpdoaaaaabfdegejdaaiaaaaaaiaaaaaaaaaaaaaaa
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keaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaa
aaaaaaaaadaaaaaaadaaaaaaahaaaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa
aeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapahaaaa
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abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa
fdfgfpfegbhcghgfheaaklkl"
}
}
 }


 // Stats for Vertex shader:
 //       d3d11 : 23 math
 //    d3d11_9x : 23 math
 //        d3d9 : 14 math
 //      opengl : 11 avg math (6..18), 2 avg texture (1..3)
 // Stats for Fragment shader:
 //       d3d11 : 13 avg math (5..21), 2 avg texture (1..3)
 //    d3d11_9x : 13 avg math (5..21), 2 avg texture (1..3)
 //        d3d9 : 15 avg math (7..23), 2 avg texture (1..3)
 Pass {
  Name "FORWARD"
  Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Overlay" "RenderType"="Opaque" }
  ZTest Always
  ZWrite Off
  Blend One One
  GpuProgramID 128952
Program "vp" {
SubProgram "opengl " {
// Stats: 12 math, 2 textures
Keywords { "POINT" }
"!!GLSL#version 120

#ifdef VERTEX

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
  vec4 v_1;
  v_1.x = _World2Object[0].x;
  v_1.y = _World2Object[1].x;
  v_1.z = _World2Object[2].x;
  v_1.w = _World2Object[3].x;
  vec4 v_2;
  v_2.x = _World2Object[0].y;
  v_2.y = _World2Object[1].y;
  v_2.z = _World2Object[2].y;
  v_2.w = _World2Object[3].y;
  vec4 v_3;
  v_3.x = _World2Object[0].z;
  v_3.y = _World2Object[1].z;
  v_3.z = _World2Object[2].z;
  v_3.w = _World2Object[3].z;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = normalize(((
    (v_1.xyz * gl_Normal.x)
   + 
    (v_2.xyz * gl_Normal.y)
  ) + (v_3.xyz * gl_Normal.z)));
  xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
}


#endif
#ifdef FRAGMENT
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform mat4 _LightMatrix0;
uniform sampler2D _MainTex;
uniform vec4 _Color;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = xlv_TEXCOORD2;
  vec3 tmpvar_4;
  tmpvar_4 = (_LightMatrix0 * tmpvar_3).xyz;
  vec4 c_5;
  vec4 c_6;
  c_6.xyz = ((tmpvar_2.xyz * (_LightColor0.xyz * texture2D (_LightTexture0, vec2(
    dot (tmpvar_4, tmpvar_4)
  )).w)) * max (0.0, dot (xlv_TEXCOORD1, 
    normalize((_WorldSpaceLightPos0.xyz - xlv_TEXCOORD2))
  )));
  c_6.w = tmpvar_2.w;
  c_5.w = c_6.w;
  c_5.xyz = c_6.xyz;
  c_1.xyz = c_5.xyz;
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 14 math
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 10 [_MainTex_ST]
"vs_2_0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dp4 oPos.x, c0, v0
dp4 oPos.y, c1, v0
dp4 oPos.z, c2, v0
dp4 oPos.w, c3, v0
mad oT0.xy, v2, c10, c10.zwzw
dp4 oT2.x, c4, v0
dp4 oT2.y, c5, v0
dp4 oT2.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul oT1.xyz, r0.w, r0

"
}
SubProgram "d3d11 " {
// Stats: 23 math
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 256
Vector 240 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0
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aaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaabaaaaaa
aoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhccabaaaadaaaaaa
egiccaaaabaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab
"
}
SubProgram "d3d11_9x " {
// Stats: 23 math
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 256
Vector 240 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0_level_9_1
root12:aaacaaaa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"
}
SubProgram "glcore " {
Keywords { "POINT" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	mat4 _LightMatrix0;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
vec4 t0;
vec3 t1;
float t6;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t6 = dot(t0.xyz, t0.xyz);
    t6 = inversesqrt(t6);
    vs_TEXCOORD1.xyz = vec3(t6) * t0.xyz;
    t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
    t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
    vs_TEXCOORD2.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	mat4 _LightMatrix0;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform  sampler2D _MainTex;
uniform  sampler2D _LightTexture0;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD2;
out vec4 SV_Target0;
vec3 t0;
lowp vec4 t10_0;
vec3 t1;
lowp vec4 t10_1;
float t6;
void main()
{
    t0.xyz = vs_TEXCOORD2.yyy * _LightMatrix0[1].xyz;
    t0.xyz = _LightMatrix0[0].xyz * vs_TEXCOORD2.xxx + t0.xyz;
    t0.xyz = _LightMatrix0[2].xyz * vs_TEXCOORD2.zzz + t0.xyz;
    t0.xyz = t0.xyz + _LightMatrix0[3].xyz;
    t0.x = dot(t0.xyz, t0.xyz);
    t10_0 = texture(_LightTexture0, t0.xx);
    t0.xyz = t10_0.www * _LightColor0.xyz;
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t1.xyz = t10_1.xyz * _Color.xyz;
    t0.xyz = t0.xyz * t1.xyz;
    t1.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
    t6 = dot(t1.xyz, t1.xyz);
    t6 = inversesqrt(t6);
    t1.xyz = vec3(t6) * t1.xyz;
    t6 = dot(vs_TEXCOORD1.xyz, t1.xyz);
    t6 = max(t6, 0.0);
    SV_Target0.xyz = vec3(t6) * t0.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
SubProgram "opengl " {
// Stats: 6 math, 1 textures
Keywords { "DIRECTIONAL" }
"!!GLSL#version 120

#ifdef VERTEX

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
  vec4 v_1;
  v_1.x = _World2Object[0].x;
  v_1.y = _World2Object[1].x;
  v_1.z = _World2Object[2].x;
  v_1.w = _World2Object[3].x;
  vec4 v_2;
  v_2.x = _World2Object[0].y;
  v_2.y = _World2Object[1].y;
  v_2.z = _World2Object[2].y;
  v_2.w = _World2Object[3].y;
  vec4 v_3;
  v_3.x = _World2Object[0].z;
  v_3.y = _World2Object[1].z;
  v_3.z = _World2Object[2].z;
  v_3.w = _World2Object[3].z;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = normalize(((
    (v_1.xyz * gl_Normal.x)
   + 
    (v_2.xyz * gl_Normal.y)
  ) + (v_3.xyz * gl_Normal.z)));
  xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
}


#endif
#ifdef FRAGMENT
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform vec4 _Color;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 c_3;
  vec4 c_4;
  c_4.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * max (0.0, dot (xlv_TEXCOORD1, _WorldSpaceLightPos0.xyz)));
  c_4.w = tmpvar_2.w;
  c_3.w = c_4.w;
  c_3.xyz = c_4.xyz;
  c_1.xyz = c_3.xyz;
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 14 math
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 10 [_MainTex_ST]
"vs_2_0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dp4 oPos.x, c0, v0
dp4 oPos.y, c1, v0
dp4 oPos.z, c2, v0
dp4 oPos.w, c3, v0
mad oT0.xy, v2, c10, c10.zwzw
dp4 oT2.x, c4, v0
dp4 oT2.y, c5, v0
dp4 oT2.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul oT1.xyz, r0.w, r0

"
}
SubProgram "d3d11 " {
// Stats: 23 math
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0
root12:aaacaaaa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"
}
SubProgram "d3d11_9x " {
// Stats: 23 math
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 192
Vector 176 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0_level_9_1
root12:aaacaaaa
eefiecedhdiflfjodnildjalloefgmfginbaennaabaaaaaagmahaaaaaeaaaaaa
daaaaaaafiacaaaaomafaaaaoeagaaaaebgpgodjcaacaaaacaacaaaaaaacpopp
neabaaaaemaaaaaaadaaceaaaaaaeiaaaaaaeiaaaaaaceaaabaaeiaaaaaaalaa
abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaabaaamaaahaaagaaaaaaaaaa
aaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaaciaacaaapja
bpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoekaabaaooka
afaaaaadaaaaahiaaaaaffjaahaaoekaaeaaaaaeaaaaahiaagaaoekaaaaaaaja
aaaaoeiaaeaaaaaeaaaaahiaaiaaoekaaaaakkjaaaaaoeiaaeaaaaaeacaaahoa
ajaaoekaaaaappjaaaaaoeiaafaaaaadaaaaabiaacaaaajaakaaaakaafaaaaad
aaaaaciaacaaaajaalaaaakaafaaaaadaaaaaeiaacaaaajaamaaaakaafaaaaad
abaaabiaacaaffjaakaaffkaafaaaaadabaaaciaacaaffjaalaaffkaafaaaaad
abaaaeiaacaaffjaamaaffkaacaaaaadaaaaahiaaaaaoeiaabaaoeiaafaaaaad
abaaabiaacaakkjaakaakkkaafaaaaadabaaaciaacaakkjaalaakkkaafaaaaad
abaaaeiaacaakkjaamaakkkaacaaaaadaaaaahiaaaaaoeiaabaaoeiaaiaaaaad
aaaaaiiaaaaaoeiaaaaaoeiaahaaaaacaaaaaiiaaaaappiaafaaaaadabaaahoa
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aeaaaaaeaaaaapiaafaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappia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"
}
SubProgram "glcore " {
Keywords { "DIRECTIONAL" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
vec4 t0;
vec3 t1;
float t6;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t6 = dot(t0.xyz, t0.xyz);
    t6 = inversesqrt(t6);
    vs_TEXCOORD1.xyz = vec3(t6) * t0.xyz;
    t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
    t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
    vs_TEXCOORD2.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform  sampler2D _MainTex;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
out vec4 SV_Target0;
vec3 t0;
lowp vec4 t10_0;
float t3;
void main()
{
    t10_0 = texture(_MainTex, vs_TEXCOORD0.xy);
    t0.xyz = t10_0.xyz * _Color.xyz;
    t0.xyz = t0.xyz * _LightColor0.xyz;
    t3 = dot(vs_TEXCOORD1.xyz, _WorldSpaceLightPos0.xyz);
    t3 = max(t3, 0.0);
    SV_Target0.xyz = vec3(t3) * t0.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
SubProgram "opengl " {
// Stats: 18 math, 3 textures
Keywords { "SPOT" }
"!!GLSL#version 120

#ifdef VERTEX

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
  vec4 v_1;
  v_1.x = _World2Object[0].x;
  v_1.y = _World2Object[1].x;
  v_1.z = _World2Object[2].x;
  v_1.w = _World2Object[3].x;
  vec4 v_2;
  v_2.x = _World2Object[0].y;
  v_2.y = _World2Object[1].y;
  v_2.z = _World2Object[2].y;
  v_2.w = _World2Object[3].y;
  vec4 v_3;
  v_3.x = _World2Object[0].z;
  v_3.y = _World2Object[1].z;
  v_3.z = _World2Object[2].z;
  v_3.w = _World2Object[3].z;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = normalize(((
    (v_1.xyz * gl_Normal.x)
   + 
    (v_2.xyz * gl_Normal.y)
  ) + (v_3.xyz * gl_Normal.z)));
  xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
}


#endif
#ifdef FRAGMENT
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform mat4 _LightMatrix0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform vec4 _Color;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = xlv_TEXCOORD2;
  vec4 tmpvar_4;
  tmpvar_4 = (_LightMatrix0 * tmpvar_3);
  vec4 c_5;
  vec4 c_6;
  c_6.xyz = ((tmpvar_2.xyz * (_LightColor0.xyz * 
    ((float((tmpvar_4.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_4.xy / tmpvar_4.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_4.xyz, tmpvar_4.xyz))).w)
  )) * max (0.0, dot (xlv_TEXCOORD1, 
    normalize((_WorldSpaceLightPos0.xyz - xlv_TEXCOORD2))
  )));
  c_6.w = tmpvar_2.w;
  c_5.w = c_6.w;
  c_5.xyz = c_6.xyz;
  c_1.xyz = c_5.xyz;
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 14 math
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 10 [_MainTex_ST]
"vs_2_0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dp4 oPos.x, c0, v0
dp4 oPos.y, c1, v0
dp4 oPos.z, c2, v0
dp4 oPos.w, c3, v0
mad oT0.xy, v2, c10, c10.zwzw
dp4 oT2.x, c4, v0
dp4 oT2.y, c5, v0
dp4 oT2.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul oT1.xyz, r0.w, r0

"
}
SubProgram "d3d11 " {
// Stats: 23 math
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 256
Vector 240 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0
root12:aaacaaaa
eefiecedcclnehojdkibdcbfmlpdnknanopapjmiabaaaaaaeaafaaaaadaaaaaa
cmaaaaaaceabaaaakmabaaaaejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaanbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapaaaaaanjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaoaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaaoaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaoaaaaaaaacaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaaoaaaaaaaadaaaaaaaaaaaaaaadaaaaaaagaaaaaa
apaaaaaaojaaaaaaaaaaaaaaaaaaaaaaadaaaaaaahaaaaaaapaaaaaafaepfdej
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adaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
adamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaa
acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa
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egiocaaaaaaaaaaabaaaaaaafjaaaaaeegiocaaaabaaaaaabdaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaa
ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaad
hccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaa
adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa
egbabaaaadaaaaaaegiacaaaaaaaaaaaapaaaaaaogikcaaaaaaaaaaaapaaaaaa
diaaaaaibcaabaaaaaaaaaaaakbabaaaacaaaaaaakiacaaaabaaaaaabaaaaaaa
diaaaaaiccaabaaaaaaaaaaaakbabaaaacaaaaaaakiacaaaabaaaaaabbaaaaaa
diaaaaaiecaabaaaaaaaaaaaakbabaaaacaaaaaaakiacaaaabaaaaaabcaaaaaa
diaaaaaibcaabaaaabaaaaaabkbabaaaacaaaaaabkiacaaaabaaaaaabaaaaaaa
diaaaaaiccaabaaaabaaaaaabkbabaaaacaaaaaabkiacaaaabaaaaaabbaaaaaa
diaaaaaiecaabaaaabaaaaaabkbabaaaacaaaaaabkiacaaaabaaaaaabcaaaaaa
aaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadiaaaaai
bcaabaaaabaaaaaackbabaaaacaaaaaackiacaaaabaaaaaabaaaaaaadiaaaaai
ccaabaaaabaaaaaackbabaaaacaaaaaackiacaaaabaaaaaabbaaaaaadiaaaaai
ecaabaaaabaaaaaackbabaaaacaaaaaackiacaaaabaaaaaabcaaaaaaaaaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaa
aaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaa
dkaabaaaaaaaaaaadiaaaaahhccabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaa
aaaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiccaaaabaaaaaa
anaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaabaaaaaaamaaaaaaagbabaaa
aaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaabaaaaaa
aoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhccabaaaadaaaaaa
egiccaaaabaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab
"
}
SubProgram "d3d11_9x " {
// Stats: 23 math
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 256
Vector 240 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0_level_9_1
root12:aaacaaaa
eefiecedblpiibknlikpnajeagnpbhedmfnpomimabaaaaaagmahaaaaaeaaaaaa
daaaaaaafiacaaaaomafaaaaoeagaaaaebgpgodjcaacaaaacaacaaaaaaacpopp
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abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaabaaamaaahaaagaaaaaaaaaa
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afaaaaadaaaaahiaaaaaffjaahaaoekaaeaaaaaeaaaaahiaagaaoekaaaaaaaja
aaaaoeiaaeaaaaaeaaaaahiaaiaaoekaaaaakkjaaaaaoeiaaeaaaaaeacaaahoa
ajaaoekaaaaappjaaaaaoeiaafaaaaadaaaaabiaacaaaajaakaaaakaafaaaaad
aaaaaciaacaaaajaalaaaakaafaaaaadaaaaaeiaacaaaajaamaaaakaafaaaaad
abaaabiaacaaffjaakaaffkaafaaaaadabaaaciaacaaffjaalaaffkaafaaaaad
abaaaeiaacaaffjaamaaffkaacaaaaadaaaaahiaaaaaoeiaabaaoeiaafaaaaad
abaaabiaacaakkjaakaakkkaafaaaaadabaaaciaacaakkjaalaakkkaafaaaaad
abaaaeiaacaakkjaamaakkkaacaaaaadaaaaahiaaaaaoeiaabaaoeiaaiaaaaad
aaaaaiiaaaaaoeiaaaaaoeiaahaaaaacaaaaaiiaaaaappiaafaaaaadabaaahoa
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acaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaeaaoekaaaaakkjaaaaaoeia
aeaaaaaeaaaaapiaafaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappia
aaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcimadaaaa
eaaaabaaodaaaaaafjaaaaaeegiocaaaaaaaaaaabaaaaaaafjaaaaaeegiocaaa
abaaaaaabdaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadhcbabaaaacaaaaaa
fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad
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giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa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"
}
SubProgram "glcore " {
Keywords { "SPOT" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	mat4 _LightMatrix0;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
vec4 t0;
vec3 t1;
float t6;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t6 = dot(t0.xyz, t0.xyz);
    t6 = inversesqrt(t6);
    vs_TEXCOORD1.xyz = vec3(t6) * t0.xyz;
    t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
    t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
    vs_TEXCOORD2.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	mat4 _LightMatrix0;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform  sampler2D _MainTex;
uniform  sampler2D _LightTexture0;
uniform  sampler2D _LightTextureB0;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD2;
out vec4 SV_Target0;
vec4 t0;
vec3 t1;
lowp vec4 t10_1;
lowp vec4 t10_2;
float t9;
bool tb9;
void main()
{
    t0 = vs_TEXCOORD2.yyyy * _LightMatrix0[1];
    t0 = _LightMatrix0[0] * vs_TEXCOORD2.xxxx + t0;
    t0 = _LightMatrix0[2] * vs_TEXCOORD2.zzzz + t0;
    t0 = t0 + _LightMatrix0[3];
    t1.xy = t0.xy / t0.ww;
    t1.xy = t1.xy + vec2(0.5, 0.5);
    t10_1 = texture(_LightTexture0, t1.xy);
    tb9 = 0.0<t0.z;
    t0.x = dot(t0.xyz, t0.xyz);
    t10_2 = texture(_LightTextureB0, t0.xx);
    t0.x = tb9 ? 1.0 : float(0.0);
    t0.x = t10_1.w * t0.x;
    t0.x = t10_2.w * t0.x;
    t0.xyz = t0.xxx * _LightColor0.xyz;
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t1.xyz = t10_1.xyz * _Color.xyz;
    t0.xyz = t0.xyz * t1.xyz;
    t1.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
    t9 = dot(t1.xyz, t1.xyz);
    t9 = inversesqrt(t9);
    t1.xyz = vec3(t9) * t1.xyz;
    t9 = dot(vs_TEXCOORD1.xyz, t1.xyz);
    t9 = max(t9, 0.0);
    SV_Target0.xyz = vec3(t9) * t0.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
SubProgram "opengl " {
// Stats: 13 math, 3 textures
Keywords { "POINT_COOKIE" }
"!!GLSL#version 120

#ifdef VERTEX

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
  vec4 v_1;
  v_1.x = _World2Object[0].x;
  v_1.y = _World2Object[1].x;
  v_1.z = _World2Object[2].x;
  v_1.w = _World2Object[3].x;
  vec4 v_2;
  v_2.x = _World2Object[0].y;
  v_2.y = _World2Object[1].y;
  v_2.z = _World2Object[2].y;
  v_2.w = _World2Object[3].y;
  vec4 v_3;
  v_3.x = _World2Object[0].z;
  v_3.y = _World2Object[1].z;
  v_3.z = _World2Object[2].z;
  v_3.w = _World2Object[3].z;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = normalize(((
    (v_1.xyz * gl_Normal.x)
   + 
    (v_2.xyz * gl_Normal.y)
  ) + (v_3.xyz * gl_Normal.z)));
  xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
}


#endif
#ifdef FRAGMENT
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform mat4 _LightMatrix0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform vec4 _Color;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = xlv_TEXCOORD2;
  vec3 tmpvar_4;
  tmpvar_4 = (_LightMatrix0 * tmpvar_3).xyz;
  vec4 c_5;
  vec4 c_6;
  c_6.xyz = ((tmpvar_2.xyz * (_LightColor0.xyz * 
    (texture2D (_LightTextureB0, vec2(dot (tmpvar_4, tmpvar_4))).w * textureCube (_LightTexture0, tmpvar_4).w)
  )) * max (0.0, dot (xlv_TEXCOORD1, 
    normalize((_WorldSpaceLightPos0.xyz - xlv_TEXCOORD2))
  )));
  c_6.w = tmpvar_2.w;
  c_5.w = c_6.w;
  c_5.xyz = c_6.xyz;
  c_1.xyz = c_5.xyz;
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 14 math
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 10 [_MainTex_ST]
"vs_2_0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dp4 oPos.x, c0, v0
dp4 oPos.y, c1, v0
dp4 oPos.z, c2, v0
dp4 oPos.w, c3, v0
mad oT0.xy, v2, c10, c10.zwzw
dp4 oT2.x, c4, v0
dp4 oT2.y, c5, v0
dp4 oT2.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul oT1.xyz, r0.w, r0

"
}
SubProgram "d3d11 " {
// Stats: 23 math
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 256
Vector 240 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0
root12:aaacaaaa
eefiecedcclnehojdkibdcbfmlpdnknanopapjmiabaaaaaaeaafaaaaadaaaaaa
cmaaaaaaceabaaaakmabaaaaejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaanbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapaaaaaanjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaoaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaaoaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaoaaaaaaaacaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaaoaaaaaaaadaaaaaaaaaaaaaaadaaaaaaagaaaaaa
apaaaaaaojaaaaaaaaaaaaaaaaaaaaaaadaaaaaaahaaaaaaapaaaaaafaepfdej
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adaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
adamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaa
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egiocaaaaaaaaaaabaaaaaaafjaaaaaeegiocaaaabaaaaaabdaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaa
ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaad
hccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaa
adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa
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diaaaaaibcaabaaaaaaaaaaaakbabaaaacaaaaaaakiacaaaabaaaaaabaaaaaaa
diaaaaaiccaabaaaaaaaaaaaakbabaaaacaaaaaaakiacaaaabaaaaaabbaaaaaa
diaaaaaiecaabaaaaaaaaaaaakbabaaaacaaaaaaakiacaaaabaaaaaabcaaaaaa
diaaaaaibcaabaaaabaaaaaabkbabaaaacaaaaaabkiacaaaabaaaaaabaaaaaaa
diaaaaaiccaabaaaabaaaaaabkbabaaaacaaaaaabkiacaaaabaaaaaabbaaaaaa
diaaaaaiecaabaaaabaaaaaabkbabaaaacaaaaaabkiacaaaabaaaaaabcaaaaaa
aaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadiaaaaai
bcaabaaaabaaaaaackbabaaaacaaaaaackiacaaaabaaaaaabaaaaaaadiaaaaai
ccaabaaaabaaaaaackbabaaaacaaaaaackiacaaaabaaaaaabbaaaaaadiaaaaai
ecaabaaaabaaaaaackbabaaaacaaaaaackiacaaaabaaaaaabcaaaaaaaaaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaa
aaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaa
dkaabaaaaaaaaaaadiaaaaahhccabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaa
aaaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiccaaaabaaaaaa
anaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaabaaaaaaamaaaaaaagbabaaa
aaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaabaaaaaa
aoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhccabaaaadaaaaaa
egiccaaaabaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab
"
}
SubProgram "d3d11_9x " {
// Stats: 23 math
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 256
Vector 240 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0_level_9_1
root12:aaacaaaa
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daaaaaaafiacaaaaomafaaaaoeagaaaaebgpgodjcaacaaaacaacaaaaaaacpopp
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ajaaoekaaaaappjaaaaaoeiaafaaaaadaaaaabiaacaaaajaakaaaakaafaaaaad
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abaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa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"
}
SubProgram "glcore " {
Keywords { "POINT_COOKIE" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	mat4 _LightMatrix0;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
vec4 t0;
vec3 t1;
float t6;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t6 = dot(t0.xyz, t0.xyz);
    t6 = inversesqrt(t6);
    vs_TEXCOORD1.xyz = vec3(t6) * t0.xyz;
    t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
    t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
    vs_TEXCOORD2.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	mat4 _LightMatrix0;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform  sampler2D _MainTex;
uniform  sampler2D _LightTextureB0;
uniform  samplerCube _LightTexture0;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD2;
out vec4 SV_Target0;
vec3 t0;
mediump float t16_0;
lowp vec4 t10_0;
vec3 t1;
lowp vec4 t10_1;
float t6;
void main()
{
    t0.xyz = vs_TEXCOORD2.yyy * _LightMatrix0[1].xyz;
    t0.xyz = _LightMatrix0[0].xyz * vs_TEXCOORD2.xxx + t0.xyz;
    t0.xyz = _LightMatrix0[2].xyz * vs_TEXCOORD2.zzz + t0.xyz;
    t0.xyz = t0.xyz + _LightMatrix0[3].xyz;
    t6 = dot(t0.xyz, t0.xyz);
    t10_1 = texture(_LightTexture0, t0.xyz);
    t10_0 = texture(_LightTextureB0, vec2(t6));
    t16_0 = t10_1.w * t10_0.w;
    t0.xyz = vec3(t16_0) * _LightColor0.xyz;
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t1.xyz = t10_1.xyz * _Color.xyz;
    t0.xyz = t0.xyz * t1.xyz;
    t1.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
    t6 = dot(t1.xyz, t1.xyz);
    t6 = inversesqrt(t6);
    t1.xyz = vec3(t6) * t1.xyz;
    t6 = dot(vs_TEXCOORD1.xyz, t1.xyz);
    t6 = max(t6, 0.0);
    SV_Target0.xyz = vec3(t6) * t0.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
SubProgram "opengl " {
// Stats: 9 math, 2 textures
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLSL#version 120

#ifdef VERTEX

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
  vec4 v_1;
  v_1.x = _World2Object[0].x;
  v_1.y = _World2Object[1].x;
  v_1.z = _World2Object[2].x;
  v_1.w = _World2Object[3].x;
  vec4 v_2;
  v_2.x = _World2Object[0].y;
  v_2.y = _World2Object[1].y;
  v_2.z = _World2Object[2].y;
  v_2.w = _World2Object[3].y;
  vec4 v_3;
  v_3.x = _World2Object[0].z;
  v_3.y = _World2Object[1].z;
  v_3.z = _World2Object[2].z;
  v_3.w = _World2Object[3].z;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = normalize(((
    (v_1.xyz * gl_Normal.x)
   + 
    (v_2.xyz * gl_Normal.y)
  ) + (v_3.xyz * gl_Normal.z)));
  xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
}


#endif
#ifdef FRAGMENT
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform mat4 _LightMatrix0;
uniform sampler2D _MainTex;
uniform vec4 _Color;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = xlv_TEXCOORD2;
  vec4 c_4;
  vec4 c_5;
  c_5.xyz = ((tmpvar_2.xyz * (_LightColor0.xyz * texture2D (_LightTexture0, 
    (_LightMatrix0 * tmpvar_3)
  .xy).w)) * max (0.0, dot (xlv_TEXCOORD1, _WorldSpaceLightPos0.xyz)));
  c_5.w = tmpvar_2.w;
  c_4.w = c_5.w;
  c_4.xyz = c_5.xyz;
  c_1.xyz = c_4.xyz;
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 14 math
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 10 [_MainTex_ST]
"vs_2_0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dp4 oPos.x, c0, v0
dp4 oPos.y, c1, v0
dp4 oPos.z, c2, v0
dp4 oPos.w, c3, v0
mad oT0.xy, v2, c10, c10.zwzw
dp4 oT2.x, c4, v0
dp4 oT2.y, c5, v0
dp4 oT2.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul oT1.xyz, r0.w, r0

"
}
SubProgram "d3d11 " {
// Stats: 23 math
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 256
Vector 240 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0
root12:aaacaaaa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"
}
SubProgram "d3d11_9x " {
// Stats: 23 math
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 256
Vector 240 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0_level_9_1
root12:aaacaaaa
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daaaaaaafiacaaaaomafaaaaoeagaaaaebgpgodjcaacaaaacaacaaaaaaacpopp
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abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaabaaamaaahaaagaaaaaaaaaa
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abaaabiaacaaffjaakaaffkaafaaaaadabaaaciaacaaffjaalaaffkaafaaaaad
abaaaeiaacaaffjaamaaffkaacaaaaadaaaaahiaaaaaoeiaabaaoeiaafaaaaad
abaaabiaacaakkjaakaakkkaafaaaaadabaaaciaacaakkjaalaakkkaafaaaaad
abaaaeiaacaakkjaamaakkkaacaaaaadaaaaahiaaaaaoeiaabaaoeiaaiaaaaad
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acaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaeaaoekaaaaakkjaaaaaoeia
aeaaaaaeaaaaapiaafaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappia
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dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
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agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa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"
}
SubProgram "glcore " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	mat4 _LightMatrix0;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
vec4 t0;
vec3 t1;
float t6;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t6 = dot(t0.xyz, t0.xyz);
    t6 = inversesqrt(t6);
    vs_TEXCOORD1.xyz = vec3(t6) * t0.xyz;
    t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
    t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
    vs_TEXCOORD2.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	mat4 _LightMatrix0;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform  sampler2D _MainTex;
uniform  sampler2D _LightTexture0;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD2;
out vec4 SV_Target0;
vec3 t0;
lowp vec4 t10_0;
vec3 t1;
lowp vec4 t10_1;
float t6;
void main()
{
    t0.xy = vs_TEXCOORD2.yy * _LightMatrix0[1].xy;
    t0.xy = _LightMatrix0[0].xy * vs_TEXCOORD2.xx + t0.xy;
    t0.xy = _LightMatrix0[2].xy * vs_TEXCOORD2.zz + t0.xy;
    t0.xy = t0.xy + _LightMatrix0[3].xy;
    t10_0 = texture(_LightTexture0, t0.xy);
    t0.xyz = t10_0.www * _LightColor0.xyz;
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t1.xyz = t10_1.xyz * _Color.xyz;
    t0.xyz = t0.xyz * t1.xyz;
    t6 = dot(vs_TEXCOORD1.xyz, _WorldSpaceLightPos0.xyz);
    t6 = max(t6, 0.0);
    SV_Target0.xyz = vec3(t6) * t0.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
}
Program "fp" {
SubProgram "opengl " {
Keywords { "POINT" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 18 math, 2 textures
Keywords { "POINT" }
Matrix 0 [_LightMatrix0] 3
Vector 5 [_Color]
Vector 4 [_LightColor0]
Vector 3 [_WorldSpaceLightPos0]
SetTexture 0 [_LightTexture0] 2D 0
SetTexture 1 [_MainTex] 2D 1
"ps_2_0
def c6, 1, 0, 0, 0
dcl t0.xy
dcl_pp t1.xyz
dcl t2.xyz
dcl_2d s0
dcl_2d s1
mov r0.xyz, t2
mov_pp r0.w, c6.x
dp4 r1.x, c0, r0
dp4 r1.y, c1, r0
dp4 r1.z, c2, r0
dp3 r0.xy, r1, r1
texld_pp r0, r0, s0
texld r1, t0, s1
mul_pp r0.xyz, r0.x, c4
mul_pp r1.xyz, r1, c5
mul_pp r0.xyz, r0, r1
add r1.xyz, -t2, c3
nrm_pp r2.xyz, r1
dp3_pp r0.w, t1, r2
max_pp r1.x, r0.w, c6.y
mul_pp r0.xyz, r0, r1.x
mov_pp r0.w, c6.x
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 15 math, 2 textures
Keywords { "POINT" }
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
ConstBuffer "$Globals" 256
Matrix 144 [_LightMatrix0]
Vector 96 [_LightColor0]
Vector 208 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0
root12:acacacaa
eefieceddjmgbhefongecikidfolkbmjjllabaagabaaaaaaleadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcmeacaaaaeaaaaaaalbaaaaaafjaaaaaeegiocaaa
aaaaaaaaaoaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa
fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad
hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaa
giaaaaacacaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaaadaaaaaaegiccaaa
aaaaaaaaakaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaajaaaaaa
agbabaaaadaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa
aaaaaaaaalaaaaaakgbkbaaaadaaaaaaegacbaaaaaaaaaaaaaaaaaaihcaabaaa
aaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaamaaaaaabaaaaaahbcaabaaa
aaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaaaaaaaaa
agaabaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaa
aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaa
abaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaanaaaaaadiaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaajhcaabaaa
abaaaaaaegbcbaiaebaaaaaaadaaaaaaegiccaaaabaaaaaaaaaaaaaabaaaaaah
icaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaficaabaaa
aaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaabaaaaaapgapbaaaaaaaaaaa
egacbaaaabaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaacaaaaaaegacbaaa
abaaaaaadeaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaaa
diaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaf
iccabaaaaaaaaaaaabeaaaaaaaaaiadpdoaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 15 math, 2 textures
Keywords { "POINT" }
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
ConstBuffer "$Globals" 256
Matrix 144 [_LightMatrix0]
Vector 96 [_LightColor0]
Vector 208 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0_level_9_1
root12:acacacaa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"
}
SubProgram "glcore " {
Keywords { "POINT" }
"!!GL3x"
}
SubProgram "opengl " {
Keywords { "DIRECTIONAL" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 7 math, 1 textures
Keywords { "DIRECTIONAL" }
Vector 2 [_Color]
Vector 1 [_LightColor0]
Vector 0 [_WorldSpaceLightPos0]
SetTexture 0 [_MainTex] 2D 0
"ps_2_0
def c3, 0, 1, 0, 0
dcl t0.xy
dcl_pp t1.xyz
dcl_2d s0
texld r0, t0, s0
mul_pp r0.xyz, r0, c2
mul_pp r0.xyz, r0, c1
dp3_pp r0.w, t1, c0
max_pp r1.w, r0.w, c3.x
mul_pp r0.xyz, r0, r1.w
mov_pp r0.w, c3.y
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 5 math, 1 textures
Keywords { "DIRECTIONAL" }
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 192
Vector 96 [_LightColor0]
Vector 144 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0
root12:abacabaa
eefiecedfcoflngecmmhckhopeljeciifnhnnjieabaaaaaadeacaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefceeabaaaaeaaaaaaafbaaaaaafjaaaaaeegiocaaa
aaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafkaaaaadaagabaaa
aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa
efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa
aaaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaa
ajaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaa
agaaaaaabaaaaaaiicaabaaaaaaaaaaaegbcbaaaacaaaaaaegiccaaaabaaaaaa
aaaaaaaadeaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaaa
diaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaf
iccabaaaaaaaaaaaabeaaaaaaaaaiadpdoaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 5 math, 1 textures
Keywords { "DIRECTIONAL" }
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 192
Vector 96 [_LightColor0]
Vector 144 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0_level_9_1
root12:abacabaa
eefiecednafoenflcfbpklijacpkklnopjmkabhaabaaaaaaeiadaaaaaeaaaaaa
daaaaaaaeaabaaaaimacaaaabeadaaaaebgpgodjaiabaaaaaiabaaaaaaacpppp
lmaaaaaaemaaaaaaadaaciaaaaaaemaaaaaaemaaabaaceaaaaaaemaaaaaaaaaa
aaaaagaaabaaaaaaaaaaaaaaaaaaajaaabaaabaaaaaaaaaaabaaaaaaabaaacaa
aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaaaaaaaiadpaaaaaaaaaaaaaaaa
bpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaja
aaaiapkaecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeia
abaaoekaafaaaaadaaaachiaaaaaoeiaaaaaoekaaiaaaaadaaaaciiaabaaoela
acaaoekaalaaaaadabaaciiaaaaappiaadaaaakaafaaaaadaaaachiaaaaaoeia
abaappiaabaaaaacaaaaciiaadaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaa
fdeieefceeabaaaaeaaaaaaafbaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaa
fjaaaaaeegiocaaaabaaaaaaabaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae
aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa
acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa
aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaajaaaaaadiaaaaai
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaabaaaaaai
icaabaaaaaaaaaaaegbcbaaaacaaaaaaegiccaaaabaaaaaaaaaaaaaadeaaaaah
icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaaadiaaaaahhccabaaa
aaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaa
abeaaaaaaaaaiadpdoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklkl"
}
SubProgram "glcore " {
Keywords { "DIRECTIONAL" }
"!!GL3x"
}
SubProgram "opengl " {
Keywords { "SPOT" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 23 math, 3 textures
Keywords { "SPOT" }
Matrix 0 [_LightMatrix0]
Vector 6 [_Color]
Vector 5 [_LightColor0]
Vector 4 [_WorldSpaceLightPos0]
SetTexture 0 [_LightTexture0] 2D 0
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_MainTex] 2D 2
"ps_2_0
def c7, 1, 0.5, 0, 0
dcl t0.xy
dcl_pp t1.xyz
dcl t2.xyz
dcl_2d s0
dcl_2d s1
dcl_2d s2
mov r0.xyz, t2
mov_pp r0.w, c7.x
dp4_pp r1.x, c0, r0
dp4_pp r1.y, c1, r0
dp4_pp r1.z, c2, r0
dp4_pp r1.w, c3, r0
rcp r1.w, r1.w
mad_pp r0.xy, r1, r1.w, c7.y
dp3 r1.xy, r1, r1
texld_pp r0, r0, s0
texld_pp r2, r1, s1
texld r3, t0, s2
mul r3.w, r0.w, r2.x
mul_pp r0.xyz, r3.w, c5
cmp_pp r0.xyz, -r1.z, c7.z, r0
mul_pp r1.xyz, r3, c6
mul_pp r0.xyz, r0, r1
add r1.xyz, -t2, c4
nrm_pp r2.xyz, r1
dp3_pp r0.w, t1, r2
max_pp r1.x, r0.w, c7.z
mul_pp r0.xyz, r0, r1.x
mov_pp r0.w, c7.x
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 21 math, 3 textures
Keywords { "SPOT" }
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTexture0] 2D 0
SetTexture 2 [_LightTextureB0] 2D 1
ConstBuffer "$Globals" 256
Matrix 144 [_LightMatrix0]
Vector 96 [_LightColor0]
Vector 208 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0
root12:adacadaa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"
}
SubProgram "d3d11_9x " {
// Stats: 21 math, 3 textures
Keywords { "SPOT" }
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTexture0] 2D 0
SetTexture 2 [_LightTextureB0] 2D 1
ConstBuffer "$Globals" 256
Matrix 144 [_LightMatrix0]
Vector 96 [_LightColor0]
Vector 208 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0_level_9_1
root12:adacadaa
eefiecedlejacoakoagegahhphnncmilngbninicabaaaaaanaagaaaaaeaaaaaa
daaaaaaafeacaaaabeagaaaajmagaaaaebgpgodjbmacaaaabmacaaaaaaacpppp
miabaaaafeaaaaaaadaadaaaaaaafeaaaaaafeaaadaaceaaaaaafeaaabaaaaaa
acababaaaaacacaaaaaaagaaabaaaaaaaaaaaaaaaaaaajaaafaaabaaaaaaaaaa
abaaaaaaabaaagaaaaaaaaaaaaacppppfbaaaaafahaaapkaaaaaaadpaaaaaaaa
aaaaiadpaaaaaaaabpaaaaacaaaaaaiaaaaaahlabpaaaaacaaaaaaiaabaachla
bpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja
abaiapkabpaaaaacaaaaaajaacaiapkaafaaaaadaaaacpiaacaafflaacaaoeka
aeaaaaaeaaaacpiaabaaoekaacaaaalaaaaaoeiaaeaaaaaeaaaacpiaadaaoeka
acaakklaaaaaoeiaacaaaaadaaaacpiaaaaaoeiaaeaaoekaagaaaaacaaaaaiia
aaaappiaaeaaaaaeabaacdiaaaaaoeiaaaaappiaahaaaakaaiaaaaadaaaaadia
aaaaoeiaaaaaoeiaecaaaaadabaacpiaabaaoeiaaaaioekaecaaaaadacaacpia
aaaaoeiaabaioekaecaaaaadadaaapiaaaaaoelaacaioekaafaaaaadadaaaiia
abaappiaacaaaaiaafaaaaadabaachiaadaappiaaaaaoekafiaaaaaeaaaachia
aaaakkibahaaffkaabaaoeiaafaaaaadabaachiaadaaoeiaafaaoekaafaaaaad
aaaachiaaaaaoeiaabaaoeiaacaaaaadabaaahiaacaaoelbagaaoekaceaaaaac
acaachiaabaaoeiaaiaaaaadaaaaciiaabaaoelaacaaoeiaalaaaaadabaacbia
aaaappiaahaaffkaafaaaaadaaaachiaaaaaoeiaabaaaaiaabaaaaacaaaaaiia
ahaakkkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcliadaaaaeaaaaaaa
ooaaaaaafjaaaaaeegiocaaaaaaaaaaaaoaaaaaafjaaaaaeegiocaaaabaaaaaa
abaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad
aagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa
abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaa
abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa
adaaaaaaegiocaaaaaaaaaaaakaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
aaaaaaaaajaaaaaaagbabaaaadaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa
aaaaaaaaegiocaaaaaaaaaaaalaaaaaakgbkbaaaadaaaaaaegaobaaaaaaaaaaa
aaaaaaaipcaabaaaaaaaaaaaegaobaaaaaaaaaaaegiocaaaaaaaaaaaamaaaaaa
aoaaaaahdcaabaaaabaaaaaaegaabaaaaaaaaaaapgapbaaaaaaaaaaaaaaaaaak
dcaabaaaabaaaaaaegaabaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaa
aaaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaa
aagabaaaaaaaaaaadbaaaaahicaabaaaaaaaaaaaabeaaaaaaaaaaaaackaabaaa
aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaa
efaaaaajpcaabaaaacaaaaaaagaabaaaaaaaaaaaeghobaaaacaaaaaaaagabaaa
abaaaaaaabaaaaahbcaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadp
diaaaaahbcaabaaaaaaaaaaadkaabaaaabaaaaaaakaabaaaaaaaaaaadiaaaaah
bcaabaaaaaaaaaaaakaabaaaacaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa
aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaa
abaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaai
hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaanaaaaaadiaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaajhcaabaaa
abaaaaaaegbcbaiaebaaaaaaadaaaaaaegiccaaaabaaaaaaaaaaaaaabaaaaaah
icaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaficaabaaa
aaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaabaaaaaapgapbaaaaaaaaaaa
egacbaaaabaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaacaaaaaaegacbaaa
abaaaaaadeaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaaa
diaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaf
iccabaaaaaaaaaaaabeaaaaaaaaaiadpdoaaaaabejfdeheoiaaaaaaaaeaaaaaa
aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklkl"
}
SubProgram "glcore " {
Keywords { "SPOT" }
"!!GL3x"
}
SubProgram "opengl " {
Keywords { "POINT_COOKIE" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 19 math, 3 textures
Keywords { "POINT_COOKIE" }
Matrix 0 [_LightMatrix0] 3
Vector 5 [_Color]
Vector 4 [_LightColor0]
Vector 3 [_WorldSpaceLightPos0]
SetTexture 0 [_LightTexture0] CUBE 0
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_MainTex] 2D 2
"ps_2_0
def c6, 1, 0, 0, 0
dcl t0.xy
dcl_pp t1.xyz
dcl t2.xyz
dcl_cube s0
dcl_2d s1
dcl_2d s2
mov r0.xyz, t2
mov_pp r0.w, c6.x
dp4 r1.x, c0, r0
dp4 r1.y, c1, r0
dp4 r1.z, c2, r0
dp3 r0.xy, r1, r1
texld r1, r1, s0
texld r0, r0, s1
texld r2, t0, s2
mul_pp r2.w, r1.w, r0.x
mul_pp r0.xyz, r2.w, c4
mul_pp r1.xyz, r2, c5
mul_pp r0.xyz, r0, r1
add r1.xyz, -t2, c3
nrm_pp r2.xyz, r1
dp3_pp r0.w, t1, r2
max_pp r1.x, r0.w, c6.y
mul_pp r0.xyz, r0, r1.x
mov_pp r0.w, c6.x
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 16 math, 3 textures
Keywords { "POINT_COOKIE" }
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_LightTexture0] CUBE 0
ConstBuffer "$Globals" 256
Matrix 144 [_LightMatrix0]
Vector 96 [_LightColor0]
Vector 208 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0
root12:adacadaa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"
}
SubProgram "d3d11_9x " {
// Stats: 16 math, 3 textures
Keywords { "POINT_COOKIE" }
SetTexture 0 [_MainTex] 2D 2
SetTexture 1 [_LightTextureB0] 2D 1
SetTexture 2 [_LightTexture0] CUBE 0
ConstBuffer "$Globals" 256
Matrix 144 [_LightMatrix0]
Vector 96 [_LightColor0]
Vector 208 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0_level_9_1
root12:adacadaa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"
}
SubProgram "glcore " {
Keywords { "POINT_COOKIE" }
"!!GL3x"
}
SubProgram "opengl " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 12 math, 2 textures
Keywords { "DIRECTIONAL_COOKIE" }
Matrix 0 [_LightMatrix0] 2
Vector 4 [_Color]
Vector 3 [_LightColor0]
Vector 2 [_WorldSpaceLightPos0]
SetTexture 0 [_LightTexture0] 2D 0
SetTexture 1 [_MainTex] 2D 1
"ps_2_0
def c5, 1, 0, 0, 0
dcl t0.xy
dcl_pp t1.xyz
dcl t2.xyz
dcl_2d s0
dcl_2d s1
mov r0.xyz, t2
mov_pp r0.w, c5.x
dp4 r1.x, c0, r0
dp4 r1.y, c1, r0
texld_pp r0, r1, s0
texld r1, t0, s1
mul_pp r0.xyz, r0.w, c3
mul_pp r1.xyz, r1, c4
mul_pp r0.xyz, r0, r1
dp3_pp r0.w, t1, c2
max_pp r1.x, r0.w, c5.y
mul_pp r0.xyz, r0, r1.x
mov_pp r0.w, c5.x
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 10 math, 2 textures
Keywords { "DIRECTIONAL_COOKIE" }
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
ConstBuffer "$Globals" 256
Matrix 144 [_LightMatrix0]
Vector 96 [_LightColor0]
Vector 208 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0
root12:acacacaa
eefiecedppakfflheanfkcjoniddfjogoajclhncabaaaaaacmadaaaaadaaaaaa
cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklklfdeieefcdmacaaaaeaaaaaaaipaaaaaafjaaaaaeegiocaaa
aaaaaaaaaoaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa
fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad
hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaa
giaaaaacacaaaaaadiaaaaaidcaabaaaaaaaaaaafgbfbaaaadaaaaaaegiacaaa
aaaaaaaaakaaaaaadcaaaaakdcaabaaaaaaaaaaaegiacaaaaaaaaaaaajaaaaaa
agbabaaaadaaaaaaegaabaaaaaaaaaaadcaaaaakdcaabaaaaaaaaaaaegiacaaa
aaaaaaaaalaaaaaakgbkbaaaadaaaaaaegaabaaaaaaaaaaaaaaaaaaidcaabaaa
aaaaaaaaegaabaaaaaaaaaaaegiacaaaaaaaaaaaamaaaaaaefaaaaajpcaabaaa
aaaaaaaaegaabaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadiaaaaai
hcaabaaaaaaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaaj
pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa
diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaanaaaaaa
diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaai
icaabaaaaaaaaaaaegbcbaaaacaaaaaaegiccaaaabaaaaaaaaaaaaaadeaaaaah
icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaaadiaaaaahhccabaaa
aaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaa
abeaaaaaaaaaiadpdoaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 10 math, 2 textures
Keywords { "DIRECTIONAL_COOKIE" }
SetTexture 0 [_MainTex] 2D 1
SetTexture 1 [_LightTexture0] 2D 0
ConstBuffer "$Globals" 256
Matrix 144 [_LightMatrix0]
Vector 96 [_LightColor0]
Vector 208 [_Color]
ConstBuffer "UnityLighting" 720
Vector 0 [_WorldSpaceLightPos0]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
"ps_4_0_level_9_1
root12:acacacaa
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daaaaaaameabaaaaaiaeaaaajaaeaaaaebgpgodjimabaaaaimabaaaaaaacpppp
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acaaaaaadiaaaaaidcaabaaaaaaaaaaafgbfbaaaadaaaaaaegiacaaaaaaaaaaa
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abaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
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ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa
caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf
heaaklkl"
}
SubProgram "glcore " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GL3x"
}
}
 }


 // Stats for Vertex shader:
 //       d3d11 : 22 math
 //    d3d11_9x : 22 math
 //        d3d9 : 13 math
 //      opengl : 3 math
 // Stats for Fragment shader:
 //       d3d11 : 1 math
 //    d3d11_9x : 1 math
 //        d3d9 : 3 math
 Pass {
  Name "PREPASS"
  Tags { "LIGHTMODE"="PrePassBase" "QUEUE"="Overlay" "RenderType"="Opaque" }
  ZTest Always
  GpuProgramID 161315
Program "vp" {
SubProgram "opengl " {
// Stats: 3 math
"!!GLSL#version 120

#ifdef VERTEX

uniform mat4 _Object2World;
uniform mat4 _World2Object;
varying vec3 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
void main ()
{
  vec4 v_1;
  v_1.x = _World2Object[0].x;
  v_1.y = _World2Object[1].x;
  v_1.z = _World2Object[2].x;
  v_1.w = _World2Object[3].x;
  vec4 v_2;
  v_2.x = _World2Object[0].y;
  v_2.y = _World2Object[1].y;
  v_2.z = _World2Object[2].y;
  v_2.w = _World2Object[3].y;
  vec4 v_3;
  v_3.x = _World2Object[0].z;
  v_3.y = _World2Object[1].z;
  v_3.z = _World2Object[2].z;
  v_3.w = _World2Object[3].z;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = normalize(((
    (v_1.xyz * gl_Normal.x)
   + 
    (v_2.xyz * gl_Normal.y)
  ) + (v_3.xyz * gl_Normal.z)));
  xlv_TEXCOORD1 = (_Object2World * gl_Vertex).xyz;
}


#endif
#ifdef FRAGMENT
varying vec3 xlv_TEXCOORD0;
void main ()
{
  vec4 res_1;
  res_1.xyz = ((xlv_TEXCOORD0 * 0.5) + 0.5);
  res_1.w = 0.0;
  gl_FragData[0] = res_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 13 math
Bind "vertex" Vertex
Bind "normal" Normal
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
"vs_2_0
dcl_position v0
dcl_normal v1
dp4 oPos.x, c0, v0
dp4 oPos.y, c1, v0
dp4 oPos.z, c2, v0
dp4 oPos.w, c3, v0
dp4 oT1.x, c4, v0
dp4 oT1.y, c5, v0
dp4 oT1.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul oT0.xyz, r0.w, r0

"
}
SubProgram "d3d11 " {
// Stats: 22 math
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "UnityPerDraw" 0
"vs_4_0
root12:aaabaaaa
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cmaaaaaaceabaaaajeabaaaaejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaa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"
}
SubProgram "d3d11_9x " {
// Stats: 22 math
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "UnityPerDraw" 0
"vs_4_0_level_9_1
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daaaaaaacmacaaaagmafaaaageagaaaaebgpgodjpeabaaaapeabaaaaaaacpopp
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aeaaabaaaaaaaaaaaaaaamaaahaaafaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaac
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ahaaoekaaaaakkjaaaaaoeiaaeaaaaaeabaaahoaaiaaoekaaaaappjaaaaaoeia
afaaaaadaaaaabiaacaaaajaajaaaakaafaaaaadaaaaaciaacaaaajaakaaaaka
afaaaaadaaaaaeiaacaaaajaalaaaakaafaaaaadabaaabiaacaaffjaajaaffka
afaaaaadabaaaciaacaaffjaakaaffkaafaaaaadabaaaeiaacaaffjaalaaffka
acaaaaadaaaaahiaaaaaoeiaabaaoeiaafaaaaadabaaabiaacaakkjaajaakkka
afaaaaadabaaaciaacaakkjaakaakkkaafaaaaadabaaaeiaacaakkjaalaakkka
acaaaaadaaaaahiaaaaaoeiaabaaoeiaaiaaaaadaaaaaiiaaaaaoeiaaaaaoeia
ahaaaaacaaaaaiiaaaaappiaafaaaaadaaaaahoaaaaappiaaaaaoeiaafaaaaad
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aaaaammaaaaaoeiappppaaaafdeieefcdiadaaaaeaaaabaamoaaaaaafjaaaaae
egiocaaaaaaaaaaabdaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadhcbabaaa
acaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadhccabaaaabaaaaaa
gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaaaaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaaaaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaaaaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaaaaaaaaaadaaaaaapgbpbaaa
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akiacaaaaaaaaaaabaaaaaaadiaaaaaiccaabaaaaaaaaaaaakbabaaaacaaaaaa
akiacaaaaaaaaaaabbaaaaaadiaaaaaiecaabaaaaaaaaaaaakbabaaaacaaaaaa
akiacaaaaaaaaaaabcaaaaaadiaaaaaibcaabaaaabaaaaaabkbabaaaacaaaaaa
bkiacaaaaaaaaaaabaaaaaaadiaaaaaiccaabaaaabaaaaaabkbabaaaacaaaaaa
bkiacaaaaaaaaaaabbaaaaaadiaaaaaiecaabaaaabaaaaaabkbabaaaacaaaaaa
bkiacaaaaaaaaaaabcaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaadiaaaaaibcaabaaaabaaaaaackbabaaaacaaaaaackiacaaa
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aaaaaaaabbaaaaaadiaaaaaiecaabaaaabaaaaaackbabaaaacaaaaaackiacaaa
aaaaaaaabcaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaa
eeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaaabaaaaaa
pgapbaaaaaaaaaaaegacbaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaa
aaaaaaaaegiccaaaaaaaaaaaanaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa
aaaaaaaaamaaaaaaagbabaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaa
aaaaaaaaegiccaaaaaaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaa
dcaaaaakhccabaaaacaaaaaaegiccaaaaaaaaaaaapaaaaaapgbpbaaaaaaaaaaa
egacbaaaaaaaaaaadoaaaaabejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaanbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapaaaaaanjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaaoaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaoaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaoaaaaaaaacaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaaoaaaaaaaadaaaaaaaaaaaaaaadaaaaaaagaaaaaa
apaaaaaaojaaaaaaaaaaaaaaaaaaaaaaadaaaaaaahaaaaaaapaaaaaafaepfdej
feejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepem
epfcaaklepfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaaabaaaaaa
adaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
ahaiaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklkl"
}
SubProgram "glcore " {
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
out vec3 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
vec4 t0;
vec3 t1;
float t6;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t6 = dot(t0.xyz, t0.xyz);
    t6 = inversesqrt(t6);
    vs_TEXCOORD0.xyz = vec3(t6) * t0.xyz;
    t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
    t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
    vs_TEXCOORD1.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
in  vec3 vs_TEXCOORD0;
out vec4 SV_Target0;
void main()
{
    SV_Target0.xyz = vs_TEXCOORD0.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
    SV_Target0.w = 0.0;
    return;
}

#endif
"
}
}
Program "fp" {
SubProgram "opengl " {
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 3 math
"ps_2_0
def c0, 0.5, 0, 0, 0
dcl_pp t0.xyz
mad_pp r0.xyz, t0, c0.x, c0.x
mov_pp r0.w, c0.y
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 1 math
"ps_4_0
root12:aaaaaaaa
eefiecedahndifnccigjgehbcgabbojggkeiepneabaaaaaaemabaaaaadaaaaaa
cmaaaaaajmaaaaaanaaaaaaaejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaahahaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcheaaaaaaeaaaaaaabnaaaaaa
gcbaaaadhcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaadcaaaaaphccabaaa
aaaaaaaaegbcbaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaa
aceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaa
abeaaaaaaaaaaaaadoaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 1 math
"ps_4_0_level_9_1
root12:aaaaaaaa
eefiecedlhbojekhenomcgbelfdkmofngcodlfjbabaaaaaaneabaaaaaeaaaaaa
daaaaaaaleaaaaaadaabaaaakaabaaaaebgpgodjhmaaaaaahmaaaaaaaaacpppp
fiaaaaaaceaaaaaaaaaaceaaaaaaceaaaaaaceaaaaaaceaaaaaaceaaaaacpppp
fbaaaaafaaaaapkaaaaaaadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia
aaaachlaaeaaaaaeaaaachiaaaaaoelaaaaaaakaaaaaaakaabaaaaacaaaaciia
aaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcheaaaaaaeaaaaaaa
bnaaaaaagcbaaaadhcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaadcaaaaap
hccabaaaaaaaaaaaegbcbaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadp
aaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaa
aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheogiaaaaaaadaaaaaaaiaaaaaa
faaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaahahaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl
epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}
SubProgram "glcore " {
"!!GL3x"
}
}
 }


 // Stats for Vertex shader:
 //       d3d11 : 37 math
 //    d3d11_9x : 37 math
 //        d3d9 : 33 math
 //      opengl : 7 avg math (6..8), 2 texture
 // Stats for Fragment shader:
 //       d3d11 : 5 avg math (5..6), 2 texture
 //    d3d11_9x : 5 avg math (5..6), 2 texture
 //        d3d9 : 7 avg math (6..9), 2 texture
 Pass {
  Name "PREPASS"
  Tags { "LIGHTMODE"="PrePassFinal" "QUEUE"="Overlay" "RenderType"="Opaque" }
  ZTest Always
  ZWrite Off
  GpuProgramID 199532
Program "vp" {
SubProgram "opengl " {
// Stats: 8 math, 2 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLSL#version 120

#ifdef VERTEX
uniform vec4 _ProjectionParams;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD2;
varying vec4 xlv_TEXCOORD3;
varying vec3 xlv_TEXCOORD4;
void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 o_3;
  vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_1 * 0.5);
  vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_1.zw;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.xy = vec2(0.0, 0.0);
  vec4 v_6;
  v_6.x = _World2Object[0].x;
  v_6.y = _World2Object[1].x;
  v_6.z = _World2Object[2].x;
  v_6.w = _World2Object[3].x;
  vec4 v_7;
  v_7.x = _World2Object[0].y;
  v_7.y = _World2Object[1].y;
  v_7.z = _World2Object[2].y;
  v_7.w = _World2Object[3].y;
  vec4 v_8;
  v_8.x = _World2Object[0].z;
  v_8.y = _World2Object[1].z;
  v_8.z = _World2Object[2].z;
  v_8.w = _World2Object[3].z;
  vec3 tmpvar_9;
  tmpvar_9 = normalize(((
    (v_6.xyz * gl_Normal.x)
   + 
    (v_7.xyz * gl_Normal.y)
  ) + (v_8.xyz * gl_Normal.z)));
  vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = tmpvar_9;
  vec3 x2_11;
  vec3 x1_12;
  x1_12.x = dot (unity_SHAr, tmpvar_10);
  x1_12.y = dot (unity_SHAg, tmpvar_10);
  x1_12.z = dot (unity_SHAb, tmpvar_10);
  vec4 tmpvar_13;
  tmpvar_13 = (tmpvar_9.xyzz * tmpvar_9.yzzx);
  x2_11.x = dot (unity_SHBr, tmpvar_13);
  x2_11.y = dot (unity_SHBg, tmpvar_13);
  x2_11.z = dot (unity_SHBb, tmpvar_13);
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (_Object2World * gl_Vertex).xyz;
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = ((x2_11 + (unity_SHC.xyz * 
    ((tmpvar_9.x * tmpvar_9.x) - (tmpvar_9.y * tmpvar_9.y))
  )) + x1_12);
}


#endif
#ifdef FRAGMENT
uniform sampler2D _MainTex;
uniform vec4 _Color;
uniform float _SelfAmbiant;
uniform sampler2D _LightBuffer;
varying vec2 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD2;
varying vec3 xlv_TEXCOORD4;
void main ()
{
  vec4 c_1;
  vec4 light_2;
  vec4 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  light_2 = -(log2(texture2DProj (_LightBuffer, xlv_TEXCOORD2)));
  light_2.xyz = (light_2.xyz + xlv_TEXCOORD4);
  vec4 c_4;
  c_4.xyz = (tmpvar_3.xyz * light_2.xyz);
  c_4.w = tmpvar_3.w;
  c_1.xyz = (c_4.xyz + (tmpvar_3.xyz * _SelfAmbiant));
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 33 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 19 [_MainTex_ST]
Vector 10 [_ProjectionParams]
Vector 11 [_ScreenParams]
Vector 14 [unity_SHAb]
Vector 13 [unity_SHAg]
Vector 12 [unity_SHAr]
Vector 17 [unity_SHBb]
Vector 16 [unity_SHBg]
Vector 15 [unity_SHBr]
Vector 18 [unity_SHC]
"vs_2_0
def c20, 0.5, 1, 0, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
mad oT0.xy, v2, c19, c19.zwzw
dp4 oT1.x, c4, v0
dp4 oT1.y, c5, v0
dp4 oT1.z, c6, v0
dp4 r0.y, c1, v0
mul r1.x, r0.y, c10.x
mul r1.w, r1.x, c20.x
dp4 r0.x, c0, v0
dp4 r0.w, c3, v0
mul r1.xz, r0.xyww, c20.x
mad oT2.xy, r1.z, c11.zwzw, r1.xwzw
mul r1.xyz, v1.y, c8
mad r1.xyz, c7, v1.x, r1
mad r1.xyz, c9, v1.z, r1
nrm r2.xyz, r1
mul r1.x, r2.y, r2.y
mad r1.x, r2.x, r2.x, -r1.x
mul r3, r2.yzzx, r2.xyzz
dp4 r4.x, c15, r3
dp4 r4.y, c16, r3
dp4 r4.z, c17, r3
mad r1.xyz, c18, r1.x, r4
mov r2.w, c20.y
dp4 r3.x, c12, r2
dp4 r3.y, c13, r2
dp4 r3.z, c14, r2
add oT4.xyz, r1, r3
dp4 r0.z, c2, v0
mov oPos, r0
mov oT2.zw, r0
mov oT3, c20.z

"
}
SubProgram "d3d11 " {
// Stats: 37 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 208
Vector 176 [_MainTex_ST]
ConstBuffer "UnityPerCamera" 144
Vector 80 [_ProjectionParams]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerCamera" 1
BindCB  "UnityLighting" 2
BindCB  "UnityPerDraw" 3
"vs_4_0
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abaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaa
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cgaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaaacaaaaaaegiocaaaacaaaaaa
chaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaaacaaaaaaegiocaaaacaaaaaa
ciaaaaaaegaobaaaaaaaaaaaaaaaaaahhccabaaaafaaaaaaegacbaaaabaaaaaa
egacbaaaacaaaaaadoaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 37 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 208
Vector 176 [_MainTex_ST]
ConstBuffer "UnityPerCamera" 144
Vector 80 [_ProjectionParams]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerCamera" 1
BindCB  "UnityLighting" 2
BindCB  "UnityPerDraw" 3
"vs_4_0_level_9_1
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adaaaaaaafaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklkl"
}
SubProgram "glcore " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform 	vec4 unity_Ambient;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec4 vs_TEXCOORD2;
out vec4 vs_TEXCOORD3;
out vec3 vs_TEXCOORD4;
vec4 t0;
vec4 t1;
vec4 t2;
vec3 t3;
float t12;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    t0 = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    gl_Position = t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t1.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t1.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t1.xyz;
    t1.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t1.xyz;
    vs_TEXCOORD1.xyz = _Object2World[3].xyz * in_POSITION0.www + t1.xyz;
    t0.y = t0.y * _ProjectionParams.x;
    t1.xzw = t0.xwy * vec3(0.5, 0.5, 0.5);
    vs_TEXCOORD2.zw = t0.zw;
    vs_TEXCOORD2.xy = t1.zz + t1.xw;
    vs_TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0);
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t12 = dot(t0.xyz, t0.xyz);
    t12 = inversesqrt(t12);
    t0.xyz = vec3(t12) * t0.xyz;
    t1.x = t0.y * t0.y;
    t1.x = t0.x * t0.x + (-t1.x);
    t2 = t0.yzzx * t0.xyzz;
    t3.x = dot(unity_SHBr, t2);
    t3.y = dot(unity_SHBg, t2);
    t3.z = dot(unity_SHBb, t2);
    t1.xyz = unity_SHC.xyz * t1.xxx + t3.xyz;
    t0.w = 1.0;
    t2.x = dot(unity_SHAr, t0);
    t2.y = dot(unity_SHAg, t0);
    t2.z = dot(unity_SHAb, t0);
    vs_TEXCOORD4.xyz = t1.xyz + t2.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform 	vec4 unity_Ambient;
uniform  sampler2D _MainTex;
uniform  sampler2D _LightBuffer;
in  vec2 vs_TEXCOORD0;
in  vec4 vs_TEXCOORD2;
in  vec3 vs_TEXCOORD4;
out vec4 SV_Target0;
vec3 t0;
mediump vec3 t16_0;
lowp vec4 t10_0;
vec3 t1;
lowp vec4 t10_1;
vec3 t2;
void main()
{
    t0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
    t10_0 = texture(_LightBuffer, t0.xy);
    t16_0.xyz = log2(t10_0.xyz);
    t0.xyz = (-t16_0.xyz) + vs_TEXCOORD4.xyz;
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t1.xyz = t10_1.xyz * _Color.xyz;
    t2.xyz = t1.xyz * vec3(_SelfAmbiant);
    SV_Target0.xyz = t1.xyz * t0.xyz + t2.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
SubProgram "opengl " {
// Stats: 6 math, 2 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
"!!GLSL#version 120

#ifdef VERTEX
uniform vec4 _ProjectionParams;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD2;
varying vec4 xlv_TEXCOORD3;
varying vec3 xlv_TEXCOORD4;
void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 o_3;
  vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_1 * 0.5);
  vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_1.zw;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.xy = vec2(0.0, 0.0);
  vec4 v_6;
  v_6.x = _World2Object[0].x;
  v_6.y = _World2Object[1].x;
  v_6.z = _World2Object[2].x;
  v_6.w = _World2Object[3].x;
  vec4 v_7;
  v_7.x = _World2Object[0].y;
  v_7.y = _World2Object[1].y;
  v_7.z = _World2Object[2].y;
  v_7.w = _World2Object[3].y;
  vec4 v_8;
  v_8.x = _World2Object[0].z;
  v_8.y = _World2Object[1].z;
  v_8.z = _World2Object[2].z;
  v_8.w = _World2Object[3].z;
  vec3 tmpvar_9;
  tmpvar_9 = normalize(((
    (v_6.xyz * gl_Normal.x)
   + 
    (v_7.xyz * gl_Normal.y)
  ) + (v_8.xyz * gl_Normal.z)));
  vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = tmpvar_9;
  vec3 x2_11;
  vec3 x1_12;
  x1_12.x = dot (unity_SHAr, tmpvar_10);
  x1_12.y = dot (unity_SHAg, tmpvar_10);
  x1_12.z = dot (unity_SHAb, tmpvar_10);
  vec4 tmpvar_13;
  tmpvar_13 = (tmpvar_9.xyzz * tmpvar_9.yzzx);
  x2_11.x = dot (unity_SHBr, tmpvar_13);
  x2_11.y = dot (unity_SHBg, tmpvar_13);
  x2_11.z = dot (unity_SHBb, tmpvar_13);
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (_Object2World * gl_Vertex).xyz;
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = ((x2_11 + (unity_SHC.xyz * 
    ((tmpvar_9.x * tmpvar_9.x) - (tmpvar_9.y * tmpvar_9.y))
  )) + x1_12);
}


#endif
#ifdef FRAGMENT
uniform sampler2D _MainTex;
uniform vec4 _Color;
uniform float _SelfAmbiant;
uniform sampler2D _LightBuffer;
varying vec2 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD2;
varying vec3 xlv_TEXCOORD4;
void main ()
{
  vec4 c_1;
  vec4 light_2;
  vec4 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  vec4 tmpvar_4;
  tmpvar_4 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_2.w = tmpvar_4.w;
  light_2.xyz = (tmpvar_4.xyz + xlv_TEXCOORD4);
  vec4 c_5;
  c_5.xyz = (tmpvar_3.xyz * light_2.xyz);
  c_5.w = tmpvar_3.w;
  c_1.xyz = (c_5.xyz + (tmpvar_3.xyz * _SelfAmbiant));
  c_1.w = 1.0;
  gl_FragData[0] = c_1;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 33 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 19 [_MainTex_ST]
Vector 10 [_ProjectionParams]
Vector 11 [_ScreenParams]
Vector 14 [unity_SHAb]
Vector 13 [unity_SHAg]
Vector 12 [unity_SHAr]
Vector 17 [unity_SHBb]
Vector 16 [unity_SHBg]
Vector 15 [unity_SHBr]
Vector 18 [unity_SHC]
"vs_2_0
def c20, 0.5, 1, 0, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
mad oT0.xy, v2, c19, c19.zwzw
dp4 oT1.x, c4, v0
dp4 oT1.y, c5, v0
dp4 oT1.z, c6, v0
dp4 r0.y, c1, v0
mul r1.x, r0.y, c10.x
mul r1.w, r1.x, c20.x
dp4 r0.x, c0, v0
dp4 r0.w, c3, v0
mul r1.xz, r0.xyww, c20.x
mad oT2.xy, r1.z, c11.zwzw, r1.xwzw
mul r1.xyz, v1.y, c8
mad r1.xyz, c7, v1.x, r1
mad r1.xyz, c9, v1.z, r1
nrm r2.xyz, r1
mul r1.x, r2.y, r2.y
mad r1.x, r2.x, r2.x, -r1.x
mul r3, r2.yzzx, r2.xyzz
dp4 r4.x, c15, r3
dp4 r4.y, c16, r3
dp4 r4.z, c17, r3
mad r1.xyz, c18, r1.x, r4
mov r2.w, c20.y
dp4 r3.x, c12, r2
dp4 r3.y, c13, r2
dp4 r3.z, c14, r2
add oT4.xyz, r1, r3
dp4 r0.z, c2, v0
mov oPos, r0
mov oT2.zw, r0
mov oT3, c20.z

"
}
SubProgram "d3d11 " {
// Stats: 37 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 208
Vector 176 [_MainTex_ST]
ConstBuffer "UnityPerCamera" 144
Vector 80 [_ProjectionParams]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerCamera" 1
BindCB  "UnityLighting" 2
BindCB  "UnityPerDraw" 3
"vs_4_0
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bkiacaaaadaaaaaabaaaaaaadiaaaaaiccaabaaaabaaaaaabkbabaaaacaaaaaa
bkiacaaaadaaaaaabbaaaaaadiaaaaaiecaabaaaabaaaaaabkbabaaaacaaaaaa
bkiacaaaadaaaaaabcaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa
egacbaaaabaaaaaadiaaaaaibcaabaaaabaaaaaackbabaaaacaaaaaackiacaaa
adaaaaaabaaaaaaadiaaaaaiccaabaaaabaaaaaackbabaaaacaaaaaackiacaaa
adaaaaaabbaaaaaadiaaaaaiecaabaaaabaaaaaackbabaaaacaaaaaackiacaaa
adaaaaaabcaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaa
eeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa
pgapbaaaaaaaaaaaegacbaaaaaaaaaaadiaaaaahbcaabaaaabaaaaaabkaabaaa
aaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaabaaaaaaakaabaaaaaaaaaaa
akaabaaaaaaaaaaaakaabaiaebaaaaaaabaaaaaadiaaaaahpcaabaaaacaaaaaa
jgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaa
acaaaaaacjaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaa
acaaaaaackaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaa
acaaaaaaclaaaaaaegaobaaaacaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaa
acaaaaaacmaaaaaaagaabaaaabaaaaaaegacbaaaadaaaaaadgaaaaaficaabaaa
aaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaaacaaaaaaegiocaaaacaaaaaa
cgaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaaacaaaaaaegiocaaaacaaaaaa
chaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaaacaaaaaaegiocaaaacaaaaaa
ciaaaaaaegaobaaaaaaaaaaaaaaaaaahhccabaaaafaaaaaaegacbaaaabaaaaaa
egacbaaaacaaaaaadoaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 37 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 208
Vector 176 [_MainTex_ST]
ConstBuffer "UnityPerCamera" 144
Vector 80 [_ProjectionParams]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityPerCamera" 1
BindCB  "UnityLighting" 2
BindCB  "UnityPerDraw" 3
"vs_4_0_level_9_1
root12:aaaeaaaa
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akbabaaaacaaaaaaakiacaaaadaaaaaabcaaaaaadiaaaaaibcaabaaaabaaaaaa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"
}
SubProgram "glcore " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform 	vec4 unity_Ambient;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec4 vs_TEXCOORD2;
out vec4 vs_TEXCOORD3;
out vec3 vs_TEXCOORD4;
vec4 t0;
vec4 t1;
vec4 t2;
vec3 t3;
float t12;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    t0 = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    gl_Position = t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t1.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t1.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t1.xyz;
    t1.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t1.xyz;
    vs_TEXCOORD1.xyz = _Object2World[3].xyz * in_POSITION0.www + t1.xyz;
    t0.y = t0.y * _ProjectionParams.x;
    t1.xzw = t0.xwy * vec3(0.5, 0.5, 0.5);
    vs_TEXCOORD2.zw = t0.zw;
    vs_TEXCOORD2.xy = t1.zz + t1.xw;
    vs_TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0);
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t12 = dot(t0.xyz, t0.xyz);
    t12 = inversesqrt(t12);
    t0.xyz = vec3(t12) * t0.xyz;
    t1.x = t0.y * t0.y;
    t1.x = t0.x * t0.x + (-t1.x);
    t2 = t0.yzzx * t0.xyzz;
    t3.x = dot(unity_SHBr, t2);
    t3.y = dot(unity_SHBg, t2);
    t3.z = dot(unity_SHBb, t2);
    t1.xyz = unity_SHC.xyz * t1.xxx + t3.xyz;
    t0.w = 1.0;
    t2.x = dot(unity_SHAr, t0);
    t2.y = dot(unity_SHAg, t0);
    t2.z = dot(unity_SHAb, t0);
    vs_TEXCOORD4.xyz = t1.xyz + t2.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform 	vec4 unity_Ambient;
uniform  sampler2D _MainTex;
uniform  sampler2D _LightBuffer;
in  vec2 vs_TEXCOORD0;
in  vec4 vs_TEXCOORD2;
in  vec3 vs_TEXCOORD4;
out vec4 SV_Target0;
vec3 t0;
lowp vec4 t10_0;
vec3 t1;
lowp vec4 t10_1;
vec3 t2;
void main()
{
    t0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
    t10_0 = texture(_LightBuffer, t0.xy);
    t0.xyz = t10_0.xyz + vs_TEXCOORD4.xyz;
    t10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
    t1.xyz = t10_1.xyz * _Color.xyz;
    t2.xyz = t1.xyz * vec3(_SelfAmbiant);
    SV_Target0.xyz = t1.xyz * t0.xyz + t2.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
"
}
}
Program "fp" {
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 9 math, 2 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
Float 1 [_SelfAmbiant]
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
"ps_2_0
def c2, 1, 0, 0, 0
dcl t0.xy
dcl t2
dcl t4.xyz
dcl_2d s0
dcl_2d s1
texldp_pp r0, t2, s1
texld r1, t0, s0
log_pp r2.x, r0.x
log_pp r2.y, r0.y
log_pp r2.z, r0.z
add_pp r0.xyz, -r2, t4
mul_pp r1.xyz, r1, c0
mul_pp r2.xyz, r1, c1.x
mad_pp r0.xyz, r1, r0, r2
mov_pp r0.w, c2.x
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 6 math, 2 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
ConstBuffer "$Globals" 208
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
BindCB  "$Globals" 0
"ps_4_0
root12:acabacaa
eefiecedlinhpogjeeahiomlmbibkmobfghogbdjabaaaaaalmacaaaaadaaaaaa
cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaaaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaafaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcjmabaaaa
eaaaaaaaghaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa
fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad
lcbabaaaadaaaaaagcbaaaadhcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaa
giaaaaacadaaaaaaaoaaaaahdcaabaaaaaaaaaaaegbabaaaadaaaaaapgbpbaaa
adaaaaaaefaaaaajpcaabaaaaaaaaaaaegaabaaaaaaaaaaaeghobaaaabaaaaaa
aagabaaaabaaaaaacpaaaaafhcaabaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaai
hcaabaaaaaaaaaaaegacbaiaebaaaaaaaaaaaaaaegbcbaaaafaaaaaaefaaaaaj
pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa
diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaajaaaaaa
diaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaaakaaaaaa
dcaaaaajhccabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaaegacbaaa
acaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaiadpdoaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 6 math, 2 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
ConstBuffer "$Globals" 208
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
BindCB  "$Globals" 0
"ps_4_0_level_9_1
root12:acabacaa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"
}
SubProgram "glcore " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GL3x"
}
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 6 math, 2 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
Vector 0 [_Color]
Float 1 [_SelfAmbiant]
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
"ps_2_0
def c2, 1, 0, 0, 0
dcl t0.xy
dcl t2
dcl t4.xyz
dcl_2d s0
dcl_2d s1
texldp_pp r0, t2, s1
texld r1, t0, s0
add_pp r0.xyz, r0, t4
mul_pp r1.xyz, r1, c0
mul_pp r2.xyz, r1, c1.x
mad_pp r0.xyz, r1, r0, r2
mov_pp r0.w, c2.x
mov_pp oC0, r0

"
}
SubProgram "d3d11 " {
// Stats: 5 math, 2 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
ConstBuffer "$Globals" 208
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
BindCB  "$Globals" 0
"ps_4_0
root12:acabacaa
eefiecedomhphmamfbonembkogpeblifimbdpdedabaaaaaakeacaaaaadaaaaaa
cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaaaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaafaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcieabaaaa
eaaaaaaagbaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa
aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa
fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad
lcbabaaaadaaaaaagcbaaaadhcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaa
giaaaaacadaaaaaaaoaaaaahdcaabaaaaaaaaaaaegbabaaaadaaaaaapgbpbaaa
adaaaaaaefaaaaajpcaabaaaaaaaaaaaegaabaaaaaaaaaaaeghobaaaabaaaaaa
aagabaaaabaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegbcbaaa
afaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaa
aaaaaaaaajaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaagiacaaa
aaaaaaaaakaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa
aaaaaaaaegacbaaaacaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaiadp
doaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 5 math, 2 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
SetTexture 0 [_MainTex] 2D 0
SetTexture 1 [_LightBuffer] 2D 1
ConstBuffer "$Globals" 208
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
BindCB  "$Globals" 0
"ps_4_0_level_9_1
root12:acabacaa
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daaaaaaageabaaaapaacaaaakiadaaaaebgpgodjcmabaaaacmabaaaaaaacpppp
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acaaaplabpaaaaacaaaaaaiaaeaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaac
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ppppaaaafdeieefcieabaaaaeaaaaaaagbaaaaaafjaaaaaeegiocaaaaaaaaaaa
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gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaaoaaaaahdcaabaaaaaaaaaaa
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abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa
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egacbaaaabaaaaaaegacbaaaaaaaaaaaegacbaaaacaaaaaadgaaaaaficcabaaa
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jiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahaaaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaa
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epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl"
}
SubProgram "glcore " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
"!!GL3x"
}
}
 }


 // Stats for Vertex shader:
 //       d3d11 : 34 math
 //    d3d11_9x : 34 math
 //        d3d9 : 28 math
 //      opengl : 12 avg math (11..13), 1 texture
 // Stats for Fragment shader:
 //       d3d11 : 4 avg math (4..5), 1 texture
 //    d3d11_9x : 4 avg math (4..5), 1 texture
 //        d3d9 : 13 avg math (12..15), 1 texture
 Pass {
  Name "DEFERRED"
  Tags { "LIGHTMODE"="Deferred" "QUEUE"="Overlay" "RenderType"="Opaque" }
  ZTest Always
  GpuProgramID 299525
Program "vp" {
SubProgram "opengl " {
// Stats: 13 math, 1 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLSL#version 120

#ifdef VERTEX
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
varying vec4 xlv_TEXCOORD3;
varying vec3 xlv_TEXCOORD4;
void main ()
{
  vec4 tmpvar_1;
  vec4 v_2;
  v_2.x = _World2Object[0].x;
  v_2.y = _World2Object[1].x;
  v_2.z = _World2Object[2].x;
  v_2.w = _World2Object[3].x;
  vec4 v_3;
  v_3.x = _World2Object[0].y;
  v_3.y = _World2Object[1].y;
  v_3.z = _World2Object[2].y;
  v_3.w = _World2Object[3].y;
  vec4 v_4;
  v_4.x = _World2Object[0].z;
  v_4.y = _World2Object[1].z;
  v_4.z = _World2Object[2].z;
  v_4.w = _World2Object[3].z;
  vec3 tmpvar_5;
  tmpvar_5 = normalize(((
    (v_2.xyz * gl_Normal.x)
   + 
    (v_3.xyz * gl_Normal.y)
  ) + (v_4.xyz * gl_Normal.z)));
  tmpvar_1.zw = vec2(0.0, 0.0);
  tmpvar_1.xy = vec2(0.0, 0.0);
  vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  vec3 x2_7;
  vec3 x1_8;
  x1_8.x = dot (unity_SHAr, tmpvar_6);
  x1_8.y = dot (unity_SHAg, tmpvar_6);
  x1_8.z = dot (unity_SHAb, tmpvar_6);
  vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_5.xyzz * tmpvar_5.yzzx);
  x2_7.x = dot (unity_SHBr, tmpvar_9);
  x2_7.y = dot (unity_SHBg, tmpvar_9);
  x2_7.z = dot (unity_SHBb, tmpvar_9);
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_5;
  xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
  xlv_TEXCOORD3 = tmpvar_1;
  xlv_TEXCOORD4 = ((x2_7 + (unity_SHC.xyz * 
    ((tmpvar_5.x * tmpvar_5.x) - (tmpvar_5.y * tmpvar_5.y))
  )) + x1_8);
}


#endif
#ifdef FRAGMENT
uniform sampler2D _MainTex;
uniform vec4 _Color;
uniform float _SelfAmbiant;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD4;
void main ()
{
  vec4 outDiffuse_1;
  vec4 outEmission_2;
  vec3 tmpvar_3;
  vec4 tmpvar_4;
  tmpvar_4 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  tmpvar_3 = (tmpvar_4.xyz * _SelfAmbiant);
  vec4 emission_5;
  vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_4.xyz;
  vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = ((xlv_TEXCOORD1 * 0.5) + 0.5);
  vec4 tmpvar_8;
  tmpvar_8.w = 1.0;
  tmpvar_8.xyz = tmpvar_3;
  emission_5.w = tmpvar_8.w;
  emission_5.xyz = (tmpvar_3 + (tmpvar_4.xyz * xlv_TEXCOORD4));
  outDiffuse_1.xyz = tmpvar_6.xyz;
  outEmission_2.w = emission_5.w;
  outEmission_2.xyz = exp2(-(emission_5.xyz));
  outDiffuse_1.w = 1.0;
  gl_FragData[0] = outDiffuse_1;
  gl_FragData[1] = vec4(0.0, 0.0, 0.0, 0.0);
  gl_FragData[2] = tmpvar_7;
  gl_FragData[3] = outEmission_2;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 28 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 17 [_MainTex_ST]
Vector 12 [unity_SHAb]
Vector 11 [unity_SHAg]
Vector 10 [unity_SHAr]
Vector 15 [unity_SHBb]
Vector 14 [unity_SHBg]
Vector 13 [unity_SHBr]
Vector 16 [unity_SHC]
"vs_2_0
def c18, 1, 0, 0, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dp4 oPos.x, c0, v0
dp4 oPos.y, c1, v0
dp4 oPos.z, c2, v0
dp4 oPos.w, c3, v0
mad oT0.xy, v2, c17, c17.zwzw
dp4 oT2.x, c4, v0
dp4 oT2.y, c5, v0
dp4 oT2.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
nrm r1.xyz, r0
mul r0.x, r1.y, r1.y
mad r0.x, r1.x, r1.x, -r0.x
mul r2, r1.yzzx, r1.xyzz
dp4 r3.x, c13, r2
dp4 r3.y, c14, r2
dp4 r3.z, c15, r2
mad r0.xyz, c16, r0.x, r3
mov r1.w, c18.x
dp4 r2.x, c10, r1
dp4 r2.y, c11, r1
dp4 r2.z, c12, r1
mov oT1.xyz, r1
add oT4.xyz, r0, r2
mov oT3, c18.y

"
}
SubProgram "d3d11 " {
// Stats: 34 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 208
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityPerDraw" 2
"vs_4_0
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acaaaaaaamaaaaaaagbabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaa
abaaaaaaegiccaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaaabaaaaaa
dcaaaaakhccabaaaadaaaaaaegiccaaaacaaaaaaapaaaaaapgbpbaaaaaaaaaaa
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aaaaaaaaaaaaaaaadiaaaaahbcaabaaaabaaaaaabkaabaaaaaaaaaaabkaabaaa
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egaobaaaacaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaabaaaaaacmaaaaaa
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aaaaaaaaaaaaaaahhccabaaaafaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa
doaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 34 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 208
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityPerDraw" 2
"vs_4_0_level_9_1
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acaaaaaaegacbaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgbfbaaaaaaaaaaa
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amaaaaaaagbabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaabaaaaaa
egiccaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak
hccabaaaadaaaaaaegiccaaaacaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaa
abaaaaaadgaaaaaipccabaaaaeaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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dcaaaaakbcaabaaaabaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaia
ebaaaaaaabaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaa
aaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaabaaaaaacjaaaaaaegaobaaa
acaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaabaaaaaackaaaaaaegaobaaa
acaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaabaaaaaaclaaaaaaegaobaaa
acaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaabaaaaaacmaaaaaaagaabaaa
abaaaaaaegacbaaaadaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadp
bbaaaaaibcaabaaaacaaaaaaegiocaaaabaaaaaacgaaaaaaegaobaaaaaaaaaaa
bbaaaaaiccaabaaaacaaaaaaegiocaaaabaaaaaachaaaaaaegaobaaaaaaaaaaa
bbaaaaaiecaabaaaacaaaaaaegiocaaaabaaaaaaciaaaaaaegaobaaaaaaaaaaa
aaaaaaahhccabaaaafaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadoaaaaab
ejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
aaaaaaaaapapaaaanbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaa
njaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaoaaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaadaaaaaaapadaaaaoaaaaaaaabaaaaaaaaaaaaaaadaaaaaa
aeaaaaaaapaaaaaaoaaaaaaaacaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaa
oaaaaaaaadaaaaaaaaaaaaaaadaaaaaaagaaaaaaapaaaaaaojaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaahaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaa
agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaa
adaaaaaaahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa
keaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}
SubProgram "glcore " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform 	vec4 unity_Ambient;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
out vec4 vs_TEXCOORD3;
out vec3 vs_TEXCOORD4;
vec4 t0;
vec3 t1;
vec4 t2;
vec3 t3;
float t12;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t12 = dot(t0.xyz, t0.xyz);
    t12 = inversesqrt(t12);
    t0.xyz = vec3(t12) * t0.xyz;
    vs_TEXCOORD1.xyz = t0.xyz;
    t1.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t1.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t1.xyz;
    t1.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t1.xyz;
    vs_TEXCOORD2.xyz = _Object2World[3].xyz * in_POSITION0.www + t1.xyz;
    vs_TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0);
    t1.x = t0.y * t0.y;
    t1.x = t0.x * t0.x + (-t1.x);
    t2 = t0.yzzx * t0.xyzz;
    t3.x = dot(unity_SHBr, t2);
    t3.y = dot(unity_SHBg, t2);
    t3.z = dot(unity_SHBb, t2);
    t1.xyz = unity_SHC.xyz * t1.xxx + t3.xyz;
    t0.w = 1.0;
    t2.x = dot(unity_SHAr, t0);
    t2.y = dot(unity_SHAg, t0);
    t2.z = dot(unity_SHAb, t0);
    vs_TEXCOORD4.xyz = t1.xyz + t2.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform 	vec4 unity_Ambient;
uniform  sampler2D _MainTex;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD4;
out vec4 SV_Target0;
out vec4 SV_Target1;
out vec4 SV_Target2;
out vec4 SV_Target3;
vec3 t0;
lowp vec4 t10_0;
vec3 t1;
void main()
{
    SV_Target0.w = 1.0;
    t10_0 = texture(_MainTex, vs_TEXCOORD0.xy);
    t0.xyz = t10_0.xyz * _Color.xyz;
    SV_Target0.xyz = t0.xyz;
    SV_Target1 = vec4(0.0, 0.0, 0.0, 0.0);
    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
    SV_Target2.w = 1.0;
    t1.xyz = t0.xyz * vs_TEXCOORD4.xyz;
    t0.xyz = t0.xyz * vec3(_SelfAmbiant) + t1.xyz;
    SV_Target3.xyz = exp2((-t0.xyz));
    SV_Target3.w = 1.0;
    return;
}

#endif
"
}
SubProgram "opengl " {
// Stats: 11 math, 1 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
"!!GLSL#version 120

#ifdef VERTEX
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
varying vec4 xlv_TEXCOORD3;
varying vec3 xlv_TEXCOORD4;
void main ()
{
  vec4 tmpvar_1;
  vec4 v_2;
  v_2.x = _World2Object[0].x;
  v_2.y = _World2Object[1].x;
  v_2.z = _World2Object[2].x;
  v_2.w = _World2Object[3].x;
  vec4 v_3;
  v_3.x = _World2Object[0].y;
  v_3.y = _World2Object[1].y;
  v_3.z = _World2Object[2].y;
  v_3.w = _World2Object[3].y;
  vec4 v_4;
  v_4.x = _World2Object[0].z;
  v_4.y = _World2Object[1].z;
  v_4.z = _World2Object[2].z;
  v_4.w = _World2Object[3].z;
  vec3 tmpvar_5;
  tmpvar_5 = normalize(((
    (v_2.xyz * gl_Normal.x)
   + 
    (v_3.xyz * gl_Normal.y)
  ) + (v_4.xyz * gl_Normal.z)));
  tmpvar_1.zw = vec2(0.0, 0.0);
  tmpvar_1.xy = vec2(0.0, 0.0);
  vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  vec3 x2_7;
  vec3 x1_8;
  x1_8.x = dot (unity_SHAr, tmpvar_6);
  x1_8.y = dot (unity_SHAg, tmpvar_6);
  x1_8.z = dot (unity_SHAb, tmpvar_6);
  vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_5.xyzz * tmpvar_5.yzzx);
  x2_7.x = dot (unity_SHBr, tmpvar_9);
  x2_7.y = dot (unity_SHBg, tmpvar_9);
  x2_7.z = dot (unity_SHBb, tmpvar_9);
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_5;
  xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
  xlv_TEXCOORD3 = tmpvar_1;
  xlv_TEXCOORD4 = ((x2_7 + (unity_SHC.xyz * 
    ((tmpvar_5.x * tmpvar_5.x) - (tmpvar_5.y * tmpvar_5.y))
  )) + x1_8);
}


#endif
#ifdef FRAGMENT
uniform sampler2D _MainTex;
uniform vec4 _Color;
uniform float _SelfAmbiant;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD4;
void main ()
{
  vec4 outDiffuse_1;
  vec3 tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  tmpvar_2 = (tmpvar_3.xyz * _SelfAmbiant);
  vec4 emission_4;
  vec4 tmpvar_5;
  tmpvar_5.w = 1.0;
  tmpvar_5.xyz = tmpvar_3.xyz;
  vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = ((xlv_TEXCOORD1 * 0.5) + 0.5);
  vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = tmpvar_2;
  emission_4.w = tmpvar_7.w;
  emission_4.xyz = (tmpvar_2 + (tmpvar_3.xyz * xlv_TEXCOORD4));
  outDiffuse_1.xyz = tmpvar_5.xyz;
  outDiffuse_1.w = 1.0;
  gl_FragData[0] = outDiffuse_1;
  gl_FragData[1] = vec4(0.0, 0.0, 0.0, 0.0);
  gl_FragData[2] = tmpvar_6;
  gl_FragData[3] = emission_4;
}


#endif
"
}
SubProgram "d3d9 " {
// Stats: 28 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 4 [_Object2World] 3
Matrix 7 [_World2Object] 3
Matrix 0 [glstate_matrix_mvp]
Vector 17 [_MainTex_ST]
Vector 12 [unity_SHAb]
Vector 11 [unity_SHAg]
Vector 10 [unity_SHAr]
Vector 15 [unity_SHBb]
Vector 14 [unity_SHBg]
Vector 13 [unity_SHBr]
Vector 16 [unity_SHC]
"vs_2_0
def c18, 1, 0, 0, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dp4 oPos.x, c0, v0
dp4 oPos.y, c1, v0
dp4 oPos.z, c2, v0
dp4 oPos.w, c3, v0
mad oT0.xy, v2, c17, c17.zwzw
dp4 oT2.x, c4, v0
dp4 oT2.y, c5, v0
dp4 oT2.z, c6, v0
mul r0.xyz, v1.y, c8
mad r0.xyz, c7, v1.x, r0
mad r0.xyz, c9, v1.z, r0
nrm r1.xyz, r0
mul r0.x, r1.y, r1.y
mad r0.x, r1.x, r1.x, -r0.x
mul r2, r1.yzzx, r1.xyzz
dp4 r3.x, c13, r2
dp4 r3.y, c14, r2
dp4 r3.z, c15, r2
mad r0.xyz, c16, r0.x, r3
mov r1.w, c18.x
dp4 r2.x, c10, r1
dp4 r2.y, c11, r1
dp4 r2.z, c12, r1
mov oT1.xyz, r1
add oT4.xyz, r0, r2
mov oT3, c18.y

"
}
SubProgram "d3d11 " {
// Stats: 34 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 208
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityPerDraw" 2
"vs_4_0
root12:aaadaaaa
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cmaaaaaaceabaaaanmabaaaaejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaa
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ckbabaaaacaaaaaackiacaaaacaaaaaabcaaaaaaaaaaaaahhcaabaaaaaaaaaaa
egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaa
aaaaaaaaegacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa
diaaaaahhcaabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaf
hccabaaaacaaaaaaegacbaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgbfbaaa
aaaaaaaaegiccaaaacaaaaaaanaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaa
acaaaaaaamaaaaaaagbabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaa
abaaaaaaegiccaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaaabaaaaaa
dcaaaaakhccabaaaadaaaaaaegiccaaaacaaaaaaapaaaaaapgbpbaaaaaaaaaaa
egacbaaaabaaaaaadgaaaaaipccabaaaaeaaaaaaaceaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaadiaaaaahbcaabaaaabaaaaaabkaabaaaaaaaaaaabkaabaaa
aaaaaaaadcaaaaakbcaabaaaabaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaa
akaabaiaebaaaaaaabaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaa
egakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaabaaaaaacjaaaaaa
egaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaabaaaaaackaaaaaa
egaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaabaaaaaaclaaaaaa
egaobaaaacaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaabaaaaaacmaaaaaa
agaabaaaabaaaaaaegacbaaaadaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaa
aaaaiadpbbaaaaaibcaabaaaacaaaaaaegiocaaaabaaaaaacgaaaaaaegaobaaa
aaaaaaaabbaaaaaiccaabaaaacaaaaaaegiocaaaabaaaaaachaaaaaaegaobaaa
aaaaaaaabbaaaaaiecaabaaaacaaaaaaegiocaaaabaaaaaaciaaaaaaegaobaaa
aaaaaaaaaaaaaaahhccabaaaafaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa
doaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 34 math
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
Bind "vertex" Vertex
Bind "color" Color
Bind "normal" Normal
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 208
Vector 176 [_MainTex_ST]
ConstBuffer "UnityLighting" 720
Vector 608 [unity_SHAr]
Vector 624 [unity_SHAg]
Vector 640 [unity_SHAb]
Vector 656 [unity_SHBr]
Vector 672 [unity_SHBg]
Vector 688 [unity_SHBb]
Vector 704 [unity_SHC]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
Matrix 192 [_Object2World]
Matrix 256 [_World2Object]
BindCB  "$Globals" 0
BindCB  "UnityLighting" 1
BindCB  "UnityPerDraw" 2
"vs_4_0_level_9_1
root12:aaadaaaa
eefiecedlfcaolfodpelkblkjlljbjggnenjhfjaabaaaaaafaakaaaaaeaaaaaa
daaaaaaadiadaaaakaaiaaaajiajaaaaebgpgodjaaadaaaaaaadaaaaaaacpopp
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afaaaaadabaaabiaacaakkjabbaakkkaafaaaaadabaaaciaacaakkjabcaakkka
afaaaaadabaaaeiaacaakkjabdaakkkaacaaaaadaaaaahiaaaaaoeiaabaaoeia
ceaaaaacabaaahiaaaaaoeiaafaaaaadaaaaabiaabaaffiaabaaffiaaeaaaaae
aaaaabiaabaaaaiaabaaaaiaaaaaaaibafaaaaadacaaapiaabaacjiaabaakeia
ajaaaaadadaaabiaafaaoekaacaaoeiaajaaaaadadaaaciaagaaoekaacaaoeia
ajaaaaadadaaaeiaahaaoekaacaaoeiaaeaaaaaeaaaaahiaaiaaoekaaaaaaaia
adaaoeiaabaaaaacabaaaiiabeaaaakaajaaaaadacaaabiaacaaoekaabaaoeia
ajaaaaadacaaaciaadaaoekaabaaoeiaajaaaaadacaaaeiaaeaaoekaabaaoeia
abaaaaacabaaahoaabaaoeiaacaaaaadaeaaahoaaaaaoeiaacaaoeiaafaaaaad
aaaaapiaaaaaffjaakaaoekaaeaaaaaeaaaaapiaajaaoekaaaaaaajaaaaaoeia
aeaaaaaeaaaaapiaalaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaamaaoeka
aaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaac
aaaaammaaaaaoeiaabaaaaacadaaapoabeaaffkappppaaaafdeieefcgaafaaaa
eaaaabaafiabaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaa
abaaaaaacnaaaaaafjaaaaaeegiocaaaacaaaaaabdaaaaaafpaaaaadpcbabaaa
aaaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaae
pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaa
acaaaaaagfaaaaadhccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagfaaaaad
hccabaaaafaaaaaagiaaaaacaeaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa
aaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa
acaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa
aaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa
dcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa
aaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaadiaaaaaibcaabaaaaaaaaaaa
akbabaaaacaaaaaaakiacaaaacaaaaaabaaaaaaadiaaaaaiccaabaaaaaaaaaaa
akbabaaaacaaaaaaakiacaaaacaaaaaabbaaaaaadiaaaaaiecaabaaaaaaaaaaa
akbabaaaacaaaaaaakiacaaaacaaaaaabcaaaaaadiaaaaaibcaabaaaabaaaaaa
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bkbabaaaacaaaaaabkiacaaaacaaaaaabbaaaaaadiaaaaaiecaabaaaabaaaaaa
bkbabaaaacaaaaaabkiacaaaacaaaaaabcaaaaaaaaaaaaahhcaabaaaaaaaaaaa
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acaaaaaackiacaaaacaaaaaabbaaaaaadiaaaaaiecaabaaaabaaaaaackbabaaa
acaaaaaackiacaaaacaaaaaabcaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaa
aaaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaa
egacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah
hcaabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaafhccabaaa
acaaaaaaegacbaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgbfbaaaaaaaaaaa
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amaaaaaaagbabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaabaaaaaa
egiccaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak
hccabaaaadaaaaaaegiccaaaacaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaa
abaaaaaadgaaaaaipccabaaaaeaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaadiaaaaahbcaabaaaabaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaa
dcaaaaakbcaabaaaabaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaia
ebaaaaaaabaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaa
aaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaabaaaaaacjaaaaaaegaobaaa
acaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaabaaaaaackaaaaaaegaobaaa
acaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaabaaaaaaclaaaaaaegaobaaa
acaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaabaaaaaacmaaaaaaagaabaaa
abaaaaaaegacbaaaadaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadp
bbaaaaaibcaabaaaacaaaaaaegiocaaaabaaaaaacgaaaaaaegaobaaaaaaaaaaa
bbaaaaaiccaabaaaacaaaaaaegiocaaaabaaaaaachaaaaaaegaobaaaaaaaaaaa
bbaaaaaiecaabaaaacaaaaaaegiocaaaabaaaaaaciaaaaaaegaobaaaaaaaaaaa
aaaaaaahhccabaaaafaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadoaaaaab
ejfdeheopaaaaaaaaiaaaaaaaiaaaaaamiaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
aaaaaaaaapapaaaanbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaa
njaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaoaaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaadaaaaaaapadaaaaoaaaaaaaabaaaaaaaaaaaaaaadaaaaaa
aeaaaaaaapaaaaaaoaaaaaaaacaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaa
oaaaaaaaadaaaaaaaaaaaaaaadaaaaaaagaaaaaaapaaaaaaojaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaahaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaa
agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaabaaaaaa
aaaaaaaaadaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaa
adaaaaaaahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa
keaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfaepfdejfe
ejepeoaafeeffiedepepfceeaaklklkl"
}
SubProgram "glcore " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
"!!GL3x
#ifdef VERTEX
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform 	vec4 unity_Ambient;
in  vec4 in_POSITION0;
in  vec3 in_NORMAL0;
in  vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
out vec3 vs_TEXCOORD1;
out vec3 vs_TEXCOORD2;
out vec4 vs_TEXCOORD3;
out vec3 vs_TEXCOORD4;
vec4 t0;
vec3 t1;
vec4 t2;
vec3 t3;
float t12;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    t0.x = in_NORMAL0.x * _World2Object[0].x;
    t0.y = in_NORMAL0.x * _World2Object[1].x;
    t0.z = in_NORMAL0.x * _World2Object[2].x;
    t1.x = in_NORMAL0.y * _World2Object[0].y;
    t1.y = in_NORMAL0.y * _World2Object[1].y;
    t1.z = in_NORMAL0.y * _World2Object[2].y;
    t0.xyz = t0.xyz + t1.xyz;
    t1.x = in_NORMAL0.z * _World2Object[0].z;
    t1.y = in_NORMAL0.z * _World2Object[1].z;
    t1.z = in_NORMAL0.z * _World2Object[2].z;
    t0.xyz = t0.xyz + t1.xyz;
    t12 = dot(t0.xyz, t0.xyz);
    t12 = inversesqrt(t12);
    t0.xyz = vec3(t12) * t0.xyz;
    vs_TEXCOORD1.xyz = t0.xyz;
    t1.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
    t1.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t1.xyz;
    t1.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t1.xyz;
    vs_TEXCOORD2.xyz = _Object2World[3].xyz * in_POSITION0.www + t1.xyz;
    vs_TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0);
    t1.x = t0.y * t0.y;
    t1.x = t0.x * t0.x + (-t1.x);
    t2 = t0.yzzx * t0.xyzz;
    t3.x = dot(unity_SHBr, t2);
    t3.y = dot(unity_SHBg, t2);
    t3.z = dot(unity_SHBb, t2);
    t1.xyz = unity_SHC.xyz * t1.xxx + t3.xyz;
    t0.w = 1.0;
    t2.x = dot(unity_SHAr, t0);
    t2.y = dot(unity_SHAg, t0);
    t2.z = dot(unity_SHAb, t0);
    vs_TEXCOORD4.xyz = t1.xyz + t2.xyz;
    return;
}

#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _LightColor0;
uniform 	vec4 _SpecColor;
uniform 	vec4 unity_LightGammaCorrectionConsts;
uniform 	vec4 _Color;
uniform 	float _SelfAmbiant;
uniform 	vec4 _MainTex_ST;
uniform 	vec4 unity_Ambient;
uniform  sampler2D _MainTex;
in  vec2 vs_TEXCOORD0;
in  vec3 vs_TEXCOORD1;
in  vec3 vs_TEXCOORD4;
out vec4 SV_Target0;
out vec4 SV_Target1;
out vec4 SV_Target2;
out vec4 SV_Target3;
vec3 t0;
lowp vec4 t10_0;
vec3 t1;
void main()
{
    SV_Target0.w = 1.0;
    t10_0 = texture(_MainTex, vs_TEXCOORD0.xy);
    t0.xyz = t10_0.xyz * _Color.xyz;
    SV_Target0.xyz = t0.xyz;
    SV_Target1 = vec4(0.0, 0.0, 0.0, 0.0);
    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
    SV_Target2.w = 1.0;
    t1.xyz = t0.xyz * vs_TEXCOORD4.xyz;
    SV_Target3.xyz = t0.xyz * vec3(_SelfAmbiant) + t1.xyz;
    SV_Target3.w = 1.0;
    return;
}

#endif
"
}
}
Program "fp" {
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 15 math, 1 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
Float 1 [_SelfAmbiant]
SetTexture 0 [_MainTex] 2D 0
"ps_2_0
def c2, 1, 0, 0.5, 0
dcl t0.xy
dcl_pp t1.xyz
dcl_pp t4.xyz
dcl_2d s0
texld r0, t0, s0
mov_pp r1.w, c2.x
mul_pp r1.xyz, r0, c0
mov_pp oC0, r1
mov_pp r0, c2.y
mov_pp oC1, r0
mad_pp r0.xyz, t1, c2.z, c2.z
mov_pp r0.w, c2.x
mov_pp oC2, r0
mul_pp r0.xyz, r1, t4
mad_pp r0.xyz, r1, c1.x, r0
exp_pp r1.x, -r0.x
exp_pp r1.y, -r0.y
exp_pp r1.z, -r0.z
mov_pp r1.w, c2.x
mov_pp oC3, r1

"
}
SubProgram "d3d11 " {
// Stats: 5 math, 1 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 208
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
BindCB  "$Globals" 0
"ps_4_0
root12:abababaa
eefiecedcaicdcpjeapgohmmopogmdjokaiohffkabaaaaaaeiadaaaaadaaaaaa
cmaaaaaaoeaaaaaagaabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaakeaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaafaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheoheaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaagiaaaaaaabaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apaaaaaagiaaaaaaacaaaaaaaaaaaaaaadaaaaaaacaaaaaaapaaaaaagiaaaaaa
adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcoaabaaaaeaaaaaaahiaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaa
fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaafaaaaaa
gfaaaaadpccabaaaaaaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadpccabaaa
acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacacaaaaaadgaaaaaficcabaaa
aaaaaaaaabeaaaaaaaaaiadpefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa
aaaaaaaaegiccaaaaaaaaaaaajaaaaaadgaaaaafhccabaaaaaaaaaaaegacbaaa
aaaaaaaadgaaaaaipccabaaaabaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaadcaaaaaphccabaaaacaaaaaaegbcbaaaacaaaaaaaceaaaaaaaaaaadp
aaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaa
dgaaaaaficcabaaaacaaaaaaabeaaaaaaaaaiadpdiaaaaahhcaabaaaabaaaaaa
egacbaaaaaaaaaaaegbcbaaaafaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaa
aaaaaaaaagiacaaaaaaaaaaaakaaaaaaegacbaaaabaaaaaabjaaaaaghccabaaa
adaaaaaaegacbaiaebaaaaaaaaaaaaaadgaaaaaficcabaaaadaaaaaaabeaaaaa
aaaaiadpdoaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 5 math, 1 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 208
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
BindCB  "$Globals" 0
"ps_4_0_level_9_1
root12:abababaa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"
}
SubProgram "glcore " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GL3x"
}
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
"!!GLSL"
}
SubProgram "d3d9 " {
// Stats: 12 math, 1 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
Vector 0 [_Color]
Float 1 [_SelfAmbiant]
SetTexture 0 [_MainTex] 2D 0
"ps_2_0
def c2, 1, 0, 0.5, 0
dcl t0.xy
dcl_pp t1.xyz
dcl_pp t4.xyz
dcl_2d s0
texld r0, t0, s0
mov_pp r1.w, c2.x
mul_pp r1.xyz, r0, c0
mov_pp oC0, r1
mov_pp r0, c2.y
mov_pp oC1, r0
mad_pp r0.xyz, t1, c2.z, c2.z
mov_pp r0.w, c2.x
mov_pp oC2, r0
mul_pp r0.xyz, r1, t4
mad_pp r0.xyz, r1, c1.x, r0
mov_pp r0.w, c2.x
mov_pp oC3, r0

"
}
SubProgram "d3d11 " {
// Stats: 4 math, 1 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 208
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
BindCB  "$Globals" 0
"ps_4_0
root12:abababaa
eefiecededbohonglaipeilfgjjppmgchjndahpoabaaaaaadaadaaaaadaaaaaa
cmaaaaaaoeaaaaaagaabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaakeaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa
adaaaaaaafaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee
aaklklklepfdeheoheaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaagiaaaaaaabaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apaaaaaagiaaaaaaacaaaaaaaaaaaaaaadaaaaaaacaaaaaaapaaaaaagiaaaaaa
adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl
fdeieefcmiabaaaaeaaaaaaahcaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaa
fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad
dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaafaaaaaa
gfaaaaadpccabaaaaaaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadpccabaaa
acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacacaaaaaadgaaaaaficcabaaa
aaaaaaaaabeaaaaaaaaaiadpefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa
aaaaaaaaegiccaaaaaaaaaaaajaaaaaadgaaaaafhccabaaaaaaaaaaaegacbaaa
aaaaaaaadgaaaaaipccabaaaabaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaadcaaaaaphccabaaaacaaaaaaegbcbaaaacaaaaaaaceaaaaaaaaaaadp
aaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaa
dgaaaaaficcabaaaacaaaaaaabeaaaaaaaaaiadpdiaaaaahhcaabaaaabaaaaaa
egacbaaaaaaaaaaaegbcbaaaafaaaaaadcaaaaakhccabaaaadaaaaaaegacbaaa
aaaaaaaaagiacaaaaaaaaaaaakaaaaaaegacbaaaabaaaaaadgaaaaaficcabaaa
adaaaaaaabeaaaaaaaaaiadpdoaaaaab"
}
SubProgram "d3d11_9x " {
// Stats: 4 math, 1 textures
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 208
Vector 144 [_Color]
Float 160 [_SelfAmbiant]
BindCB  "$Globals" 0
"ps_4_0_level_9_1
root12:abababaa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"
}
SubProgram "glcore " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
"!!GL3x"
}
}
 }
}
Fallback "VertexLit"
}