uniform vec4 _DecalBump_ST; uniform vec4 _Decal_ST; uniform vec4 unity_LightmapST; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Decal_ST.xy) + _Decal_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw); gl_Position = tmpvar_2; vec4 tmpvar_3; tmpvar_3.yzw = vec3(0.0, 0.0, 0.0); tmpvar_3.x = tmpvar_2.z; xlv_FOG = tmpvar_3; gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); gl_TexCoord[1] = tmpvar_4; } // inputs: 3, stats: 9 alu 0 tex 0 flow