struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct SurfaceOutput {
    vec3 Albedo;
    vec3 Normal;
    vec3 Emission;
    float Specular;
    float Gloss;
    float Alpha;
};
struct Input {
    vec4 screenPos;
};
struct v2f_surf {
    vec4 pos;
    vec3 normal;
};
struct appdata_full {
    vec4 vertex;
    vec4 tangent;
    vec3 normal;
    vec4 texcoord;
    vec4 texcoord1;
    vec4 color;
};
uniform sampler2D _MainTex;
void surf( in Input IN, inout SurfaceOutput o );
vec4 frag_surf( in v2f_surf IN );
void surf( in Input IN, inout SurfaceOutput o ) {
    vec2 uv;
    uv = (IN.screenPos.xy  / IN.screenPos.w );
    uv *= vec2( 2.00000, 1.00000);
    o.Albedo = vec3( 0.500000);
    o.Emission = (texture2D( _MainTex, uv).xyz  * 0.500000);
}
vec4 frag_surf( in v2f_surf IN ) {
    SurfaceOutput o;
    Input surfIN;
    vec4 res;
    o.Albedo = vec3( 0.000000);
    o.Emission = vec3( 0.000000);
    o.Specular = 0.000000;
    o.Alpha = 0.000000;
    o.Gloss = 0.000000;
    o.Normal = IN.normal;
    surf( surfIN, o);
    res.xyz  = ((o.Normal * vec3( 0.500000, 0.500000, -0.500000)) + 0.500000);
    res.w  = o.Specular;
    return res;
}
void main() {
    vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.normal = vec3( gl_TexCoord[0]);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4( xl_retval);
}
