2012-04-03 23:30:07 -04:00
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uniform mat4 _LightMatrix0;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _MainTex_ST;
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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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vec4 tmpvar_1;
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tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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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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gl_Position = tmpvar_1;
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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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tmpvar_3.x = tmpvar_1.z;
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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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2014-02-11 02:06:13 -05:00
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vec4 cse_6;
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cse_6 = (_Object2World * gl_Vertex);
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tmpvar_5.xyz = cse_6.xyz;
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2012-04-03 23:30:07 -04:00
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gl_TexCoord[1] = tmpvar_5;
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vec4 tmpvar_7;
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tmpvar_7.w = 0.0;
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2014-02-11 02:06:13 -05:00
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tmpvar_7.xyz = (tmpvar_2 * (gl_Normal * unity_Scale.w));
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gl_TexCoord[2] = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8.w = 0.0;
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tmpvar_8.xyz = (_WorldSpaceLightPos0.xyz - cse_6.xyz);
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gl_TexCoord[3] = tmpvar_8;
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gl_TexCoord[4] = (_LightMatrix0 * cse_6);
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2012-04-03 23:30:07 -04:00
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 3, stats: 13 alu 0 tex 0 flow
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