varying vec4 xlv_FOG; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec4 unity_LightmapST; uniform vec4 unity_LightmapFade; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; uniform vec4 _ProjectionParams; uniform vec4 _MainTex_ST; uniform vec4 _BumpMap_ST; void main () { vec4 tmpvar_1; vec3 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); vec4 o_4; vec4 tmpvar_5; tmpvar_5 = (tmpvar_3 * 0.5); vec2 tmpvar_6; tmpvar_6.x = tmpvar_5.x; tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); o_4.xy = (tmpvar_6 + tmpvar_5.w); o_4.zw = tmpvar_3.zw; tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_2.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w); vec3 tmpvar_7; tmpvar_7 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_8; tmpvar_8[0].x = TANGENT.x; tmpvar_8[0].y = tmpvar_7.x; tmpvar_8[0].z = gl_Normal.x; tmpvar_8[1].x = TANGENT.y; tmpvar_8[1].y = tmpvar_7.y; tmpvar_8[1].z = gl_Normal.y; tmpvar_8[2].x = TANGENT.z; tmpvar_8[2].y = tmpvar_7.z; tmpvar_8[2].z = gl_Normal.z; vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = _WorldSpaceCameraPos; gl_Position = tmpvar_3; vec4 tmpvar_10; tmpvar_10.yzw = vec3(0.0, 0.0, 0.0); tmpvar_10.x = tmpvar_3.z; xlv_FOG = tmpvar_10; gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_11; tmpvar_11.w = 0.0; tmpvar_11.xyz = (tmpvar_8 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_11; gl_TexCoord[2] = o_4; vec4 tmpvar_12; tmpvar_12.w = 0.0; tmpvar_12.xyz = tmpvar_2; gl_TexCoord[3] = tmpvar_12; }