varying vec3 xlv_TEXCOORD6;
varying vec4 xlv_TEXCOORD5;
varying vec4 xlv_TEXCOORD4;
varying vec4 xlv_TEXCOORD3;
varying vec4 xlv_TEXCOORD2;
varying vec4 xlv_COLOR0;
varying vec4 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD0;
uniform sampler3D NoiseMap;
uniform sampler2D NormalMap;
uniform sampler2D DiffuseMap;
uniform sampler3D LightMap;
uniform sampler2D StudsMap;
uniform vec2 OutlineBrightness;
uniform vec4 LightBorder;
uniform vec4 LightConfig3;
uniform vec4 LightConfig2;
uniform vec3 FogColor;
uniform vec3 AmbientColor;
uniform vec3 Lamp1Color;
uniform vec3 Lamp0Color;
uniform vec3 Lamp0Dir;
void main ()
{
  vec4 oColor0_1;
  vec4 albedo_2;
  float tmpvar_3;
  tmpvar_3 = clamp ((1.0 - xlv_TEXCOORD3.w), 0.0, 1.0);
  vec3 normal_4;
  vec3 tmpvar_5;
  tmpvar_5 = (texture2D (NormalMap, (xlv_TEXCOORD0.xy * 0.15)).xyz - 0.5);
  normal_4.z = tmpvar_5.z;
  float tmpvar_6;
  tmpvar_6 = ((texture3D (NoiseMap, (xlv_TEXCOORD5.xyz * 0.06249)).x * 0.5) + ((texture3D (NoiseMap, (xlv_TEXCOORD5.zyx * 0.2079)).x * 0.3) + (texture3D (NoiseMap, (xlv_TEXCOORD5.zyx * 0.6249)).x * 0.2)));
  vec2 tmpvar_7;
  tmpvar_7.x = 0.0;
  tmpvar_7.y = (1.0 - tmpvar_6);
  float tmpvar_8;
  tmpvar_8 = clamp ((((((tmpvar_6 - 0.8) + 0.3) / 2.0) / 0.3) + 0.5), 0.0, 1.0);
  vec3 tmpvar_9;
  tmpvar_9 = mix (texture2D (DiffuseMap, tmpvar_7).xyz, (xlv_COLOR0.xyz * 1.3), vec3(tmpvar_8));
  normal_4.xy = (tmpvar_5.xy * ((1.0 - tmpvar_8) * tmpvar_3));
  vec4 tmpvar_10;
  tmpvar_10.w = 0.0;
  tmpvar_10.xyz = mix (tmpvar_9, (tmpvar_9 * (0.65 + dot (tmpvar_5, vec3(0.35, 0.35, 0.35)))), vec3(tmpvar_8));
  vec4 tmpvar_11;
  tmpvar_11 = texture2D (StudsMap, xlv_TEXCOORD1.xy);
  vec4 tmpvar_12;
  tmpvar_12.xyz = mix (mix (xlv_COLOR0, tmpvar_10, vec4(tmpvar_3)).xyz, tmpvar_11.xyz, tmpvar_11.www);
  tmpvar_12.w = xlv_COLOR0.w;
  albedo_2.w = tmpvar_12.w;
  vec3 tmpvar_13;
  tmpvar_13 = normalize((((normal_4.x * xlv_TEXCOORD6) + (normal_4.y * ((xlv_TEXCOORD4.yzx * xlv_TEXCOORD6.zxy) - (xlv_TEXCOORD4.zxy * xlv_TEXCOORD6.yzx)))) + (tmpvar_5.z * xlv_TEXCOORD4.xyz)));
  float tmpvar_14;
  tmpvar_14 = dot (tmpvar_13, -(Lamp0Dir));
  vec3 tmpvar_15;
  tmpvar_15 = abs((xlv_TEXCOORD2.xyz - LightConfig2.xyz));
  vec3 t_16;
  t_16.x = float((tmpvar_15.x >= LightConfig3.x));
  t_16.y = float((tmpvar_15.y >= LightConfig3.y));
  t_16.z = float((tmpvar_15.z >= LightConfig3.z));
  float tmpvar_17;
  tmpvar_17 = clamp (dot (t_16, vec3(1.0, 1.0, 1.0)), 0.0, 1.0);
  vec4 tmpvar_18;
  tmpvar_18 = mix (texture3D (LightMap, (xlv_TEXCOORD2.yzx - (xlv_TEXCOORD2.yzx * tmpvar_17))), LightBorder, vec4(tmpvar_17));
  albedo_2.xyz = tmpvar_12.xyz;
  oColor0_1.xyz = ((((AmbientColor + (((clamp (tmpvar_14, 0.0, 1.0) * Lamp0Color) + (max (-(tmpvar_14), 0.0) * Lamp1Color)) * tmpvar_18.w)) + tmpvar_18.xyz) * tmpvar_12.xyz) + (Lamp0Color * (((float((tmpvar_14 >= 0.0)) * mix (0.12, 0.6, (tmpvar_8 * tmpvar_3))) * tmpvar_18.w) * pow (clamp (dot (tmpvar_13, normalize((-(Lamp0Dir) + normalize(xlv_TEXCOORD3.xyz)))), 0.0, 1.0), 70.0))));
  oColor0_1.w = albedo_2.w;
  vec2 tmpvar_19;
  tmpvar_19 = min (xlv_TEXCOORD0.wz, xlv_TEXCOORD1.wz);
  float tmpvar_20;
  tmpvar_20 = (min (tmpvar_19.x, tmpvar_19.y) / xlv_TEXCOORD3.w);
  oColor0_1.xyz = (oColor0_1.xyz * clamp (((clamp (((xlv_TEXCOORD3.w * OutlineBrightness.x) + OutlineBrightness.y), 0.0, 1.0) * (1.5 - tmpvar_20)) + tmpvar_20), 0.0, 1.0));
  oColor0_1.xyz = mix (FogColor, oColor0_1.xyz, vec3(clamp (xlv_TEXCOORD2.w, 0.0, 1.0)));
  gl_FragData[0] = oColor0_1;
}

