2012-04-03 23:30:07 -04:00
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uniform vec4 _MainTex_ST;
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2014-02-11 02:06:13 -05:00
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uniform mat4 _Object2World;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec4 unity_Scale;
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varying vec4 xlv_FOG;
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2012-04-03 23:30:07 -04:00
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void main ()
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{
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2014-10-11 15:32:43 -04:00
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vec4 pos_1;
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pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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2012-04-03 23:30:07 -04:00
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mat3 tmpvar_2;
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tmpvar_2[0] = _Object2World[0].xyz;
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tmpvar_2[1] = _Object2World[1].xyz;
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tmpvar_2[2] = _Object2World[2].xyz;
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2014-10-11 15:32:43 -04:00
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gl_Position = pos_1;
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2012-04-03 23:30:07 -04:00
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vec4 tmpvar_3;
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tmpvar_3.yzw = vec3(0.0, 0.0, 0.0);
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2014-10-11 15:32:43 -04:00
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tmpvar_3.x = pos_1.z;
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2012-04-03 23:30:07 -04:00
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xlv_FOG = tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4.zw = vec2(0.0, 0.0);
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tmpvar_4.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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gl_TexCoord[0] = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5.w = 0.0;
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tmpvar_5.xyz = (tmpvar_2 * (gl_Normal * unity_Scale.w));
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gl_TexCoord[1] = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6.w = 0.0;
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tmpvar_6.xyz = _WorldSpaceLightPos0.xyz;
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gl_TexCoord[2] = tmpvar_6;
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 9 alu 0 tex 0 flow
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// inputs: 3
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// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #1: gl_Normal (high float) 3x1 [-1] loc 2
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// #2: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 5 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #1: _MainTex_ST (high float) 4x1 [-1]
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// #2: _Object2World (high float) 4x4 [-1]
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// #3: _WorldSpaceLightPos0 (high float) 4x1 [-1]
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// #4: unity_Scale (high float) 4x1 [-1]
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