#version 300 es
uniform sampler2D _PanelNorm;
uniform sampler2D _DecalNorm;
in highp vec4 xlv_TEXCOORD0;
in highp vec4 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
out lowp vec4 _fragData;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 worldN_2;
  lowp vec3 combinedNormal_3;
  lowp vec3 tmpvar_4;
  tmpvar_4 = ((texture (_DecalNorm, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  lowp vec3 tmpvar_5;
  tmpvar_5 = ((texture (_PanelNorm, xlv_TEXCOORD0.xy).xyz * 2.0) - 1.0);
  lowp vec3 tmpvar_6;
  tmpvar_6.x = tmpvar_4.z;
  tmpvar_6.y = tmpvar_4.y;
  tmpvar_6.z = -(tmpvar_4.x);
  lowp vec3 tmpvar_7;
  tmpvar_7.x = tmpvar_4.x;
  tmpvar_7.y = tmpvar_4.z;
  tmpvar_7.z = -(tmpvar_4.y);
  highp mat3 tmpvar_8;
  lowp mat3 tmpvar_9;
  tmpvar_9[uint(0)].x = tmpvar_6.x;
  tmpvar_9[uint(0)].y = tmpvar_7.x;
  tmpvar_9[uint(0)].z = tmpvar_4.x;
  tmpvar_9[1u].x = tmpvar_6.y;
  tmpvar_9[1u].y = tmpvar_7.y;
  tmpvar_9[1u].z = tmpvar_4.y;
  tmpvar_9[2u].x = tmpvar_6.z;
  tmpvar_9[2u].y = tmpvar_7.z;
  tmpvar_9[2u].z = tmpvar_4.z;
  tmpvar_8 = tmpvar_9;
  highp vec3 v_10;
  v_10.x = tmpvar_8[0].x;
  v_10.y = tmpvar_8[1].x;
  v_10.z = tmpvar_8[2].x;
  highp vec3 v_11;
  v_11.x = tmpvar_8[0].y;
  v_11.y = tmpvar_8[1].y;
  v_11.z = tmpvar_8[2].y;
  highp vec3 v_12;
  v_12.x = tmpvar_8[0].z;
  v_12.y = tmpvar_8[1].z;
  v_12.z = tmpvar_8[2].z;
  combinedNormal_3 = normalize(((
    (tmpvar_5.x * v_10)
   + 
    (tmpvar_5.y * v_11)
  ) + (tmpvar_5.z * v_12)));
  highp float tmpvar_13;
  tmpvar_13 = dot (xlv_TEXCOORD1.xyz, combinedNormal_3);
  worldN_2.x = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (xlv_TEXCOORD2.xyz, combinedNormal_3);
  worldN_2.y = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (xlv_TEXCOORD3.xyz, combinedNormal_3);
  worldN_2.z = tmpvar_15;
  res_1.xyz = ((worldN_2 * 0.5) + 0.5);
  res_1.w = 0.0;
  _fragData = res_1;
}


// stats: 18 alu 2 tex 0 flow
// inputs: 4
//  #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
//  #1: xlv_TEXCOORD1 (high float) 4x1 [-1]
//  #2: xlv_TEXCOORD2 (high float) 4x1 [-1]
//  #3: xlv_TEXCOORD3 (high float) 4x1 [-1]
// textures: 2
//  #0: _PanelNorm (low 2d) 0x0 [-1]
//  #1: _DecalNorm (low 2d) 0x0 [-1]