varying vec4 xlv_TEXCOORD0; uniform vec4 unity_LightPosition[4]; uniform vec4 unity_LightColor[4]; uniform vec4 unity_LightAtten[4]; uniform mat4 UNITY_MATRIX_MVP; uniform mat4 UNITY_MATRIX_MV; uniform mat4 UNITY_MATRIX_IT_MV; void main () { vec3 lightColor; vec3 viewN; vec3 viewpos; viewpos = (UNITY_MATRIX_MV * gl_Vertex).xyz; mat3 tmpvar_1; tmpvar_1[0] = UNITY_MATRIX_IT_MV[0].xyz; tmpvar_1[1] = UNITY_MATRIX_IT_MV[1].xyz; tmpvar_1[2] = UNITY_MATRIX_IT_MV[2].xyz; viewN = (tmpvar_1 * gl_Normal); vec3 tmpvar_2; tmpvar_2 = (unity_LightPosition[0].xyz - viewpos); lightColor = (unity_LightColor[0].xyz * (max (0.0, dot (viewN, normalize (tmpvar_2))) * (1.0/((1.0 + (dot (tmpvar_2, tmpvar_2) * unity_LightAtten[0].z)))))); vec3 tmpvar_3; tmpvar_3 = (unity_LightPosition[1].xyz - viewpos); lightColor = (lightColor + (unity_LightColor[1].xyz * (max (0.0, dot (viewN, normalize (tmpvar_3))) * (1.0/((1.0 + (dot (tmpvar_3, tmpvar_3) * unity_LightAtten[1].z))))))); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = (lightColor * 2.0); gl_Position = (UNITY_MATRIX_MVP * gl_Vertex); xlv_TEXCOORD0 = tmpvar_4; }