varying vec4 xlv_FOG; uniform vec4 unity_Scale; uniform vec4 _WorldSpaceLightPos0; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; uniform mat4 _Object2World; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_2; tmpvar_2.w = 1.0; tmpvar_2.xyz = _WorldSpaceCameraPos; mat3 tmpvar_3; tmpvar_3[0] = _Object2World[0].xyz; tmpvar_3[1] = _Object2World[1].xyz; tmpvar_3[2] = _Object2World[2].xyz; mat3 tmpvar_4; tmpvar_4[0] = _Object2World[0].xyz; tmpvar_4[1] = _Object2World[1].xyz; tmpvar_4[2] = _Object2World[2].xyz; gl_Position = tmpvar_1; vec4 tmpvar_5; tmpvar_5.yzw = vec3(0.0, 0.0, 0.0); tmpvar_5.x = tmpvar_1.z; xlv_FOG = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = (tmpvar_3 * reflect ((gl_Vertex.xyz - ((_World2Object * tmpvar_2).xyz * unity_Scale.w)), gl_Normal)); gl_TexCoord[0] = tmpvar_6; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = (tmpvar_4 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_7; vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = _WorldSpaceLightPos0.xyz; gl_TexCoord[2] = tmpvar_8; }