#version 300 es in highp vec4 _glesVertex; in mediump vec3 _glesNormal; in highp vec4 _glesMultiTexCoord0; uniform mediump vec4 unity_LightColor[8]; uniform highp vec4 unity_LightPosition[8]; uniform mediump vec4 unity_LightAtten[8]; uniform highp mat4 glstate_matrix_mvp; uniform highp mat4 glstate_matrix_modelview0; uniform highp mat4 glstate_matrix_invtrans_modelview0; uniform highp vec4 glstate_lightmodel_ambient; uniform mediump vec4 _Color; out lowp vec4 xlv_COLOR0; out highp vec2 xlv_TEXCOORD0; void main () { highp vec3 tmpvar_1; tmpvar_1 = _glesVertex.xyz; highp vec3 n_2; n_2 = _glesNormal; lowp vec4 tmpvar_3; highp vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_1; highp vec3 lightColor_5; highp vec3 viewN_6; highp vec3 viewpos_7; highp vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = tmpvar_1; viewpos_7 = (glstate_matrix_modelview0 * tmpvar_8).xyz; highp mat3 tmpvar_9; tmpvar_9[0u] = glstate_matrix_invtrans_modelview0[0u].xyz; tmpvar_9[1u] = glstate_matrix_invtrans_modelview0[1u].xyz; tmpvar_9[2u] = glstate_matrix_invtrans_modelview0[2u].xyz; viewN_6 = (tmpvar_9 * n_2); highp vec3 tmpvar_10; tmpvar_10 = (unity_LightPosition[0].xyz - (viewpos_7 * unity_LightPosition[0].w)); lightColor_5 = (glstate_lightmodel_ambient.xyz + (unity_LightColor[0].xyz * ( max (0.0, dot (viewN_6, normalize(tmpvar_10))) * (1.0/((1.0 + (dot (tmpvar_10, tmpvar_10) * unity_LightAtten[0].z)))) ))); highp vec3 tmpvar_11; tmpvar_11 = (unity_LightPosition[1].xyz - (viewpos_7 * unity_LightPosition[1].w)); lightColor_5 = (lightColor_5 + (unity_LightColor[1].xyz * ( max (0.0, dot (viewN_6, normalize(tmpvar_11))) * (1.0/((1.0 + (dot (tmpvar_11, tmpvar_11) * unity_LightAtten[1].z)))) ))); highp vec3 tmpvar_12; tmpvar_12 = (unity_LightPosition[2].xyz - (viewpos_7 * unity_LightPosition[2].w)); lightColor_5 = (lightColor_5 + (unity_LightColor[2].xyz * ( max (0.0, dot (viewN_6, normalize(tmpvar_12))) * (1.0/((1.0 + (dot (tmpvar_12, tmpvar_12) * unity_LightAtten[2].z)))) ))); highp vec3 tmpvar_13; tmpvar_13 = (unity_LightPosition[3].xyz - (viewpos_7 * unity_LightPosition[3].w)); lightColor_5 = (lightColor_5 + (unity_LightColor[3].xyz * ( max (0.0, dot (viewN_6, normalize(tmpvar_13))) * (1.0/((1.0 + (dot (tmpvar_13, tmpvar_13) * unity_LightAtten[3].z)))) ))); highp vec4 tmpvar_14; tmpvar_14.w = 1.0; tmpvar_14.xyz = ((lightColor_5 * _Color.xyz) * 2.0); tmpvar_3 = tmpvar_14; gl_Position = (glstate_matrix_mvp * tmpvar_4); xlv_COLOR0 = tmpvar_3; xlv_TEXCOORD0 = _glesMultiTexCoord0.xy; } // stats: 56 alu 0 tex 0 flow // inputs: 3 // #0: _glesVertex (high float) 4x1 [-1] // #1: _glesNormal (medium float) 3x1 [-1] // #2: _glesMultiTexCoord0 (high float) 4x1 [-1] // uniforms: 8 (total size: 0) // #0: unity_LightColor (medium float) 4x1 [8] // #1: unity_LightPosition (high float) 4x1 [8] // #2: unity_LightAtten (medium float) 4x1 [8] // #3: glstate_matrix_mvp (high float) 4x4 [-1] // #4: glstate_matrix_modelview0 (high float) 4x4 [-1] // #5: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1] // #6: glstate_lightmodel_ambient (high float) 4x1 [-1] // #7: _Color (medium float) 4x1 [-1]