varying vec4 xlv_FOG; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec4 unity_SHC; uniform vec4 unity_SHBr; uniform vec4 unity_SHBg; uniform vec4 unity_SHBb; uniform vec4 unity_SHAr; uniform vec4 unity_SHAg; uniform vec4 unity_SHAb; uniform vec4 _WorldSpaceLightPos0; uniform mat4 _World2Object; uniform vec4 _ProjectionParams; uniform mat4 _Object2World; uniform vec4 _Decal_ST; uniform vec4 _DecalBump_ST; 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); mat3 tmpvar_3; tmpvar_3[0] = _Object2World[0].xyz; tmpvar_3[1] = _Object2World[1].xyz; tmpvar_3[2] = _Object2World[2].xyz; vec3 tmpvar_4; tmpvar_4 = (tmpvar_3 * (gl_Normal * unity_Scale.w)); vec3 tmpvar_5; tmpvar_5 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_6; tmpvar_6[0].x = TANGENT.x; tmpvar_6[0].y = tmpvar_5.x; tmpvar_6[0].z = gl_Normal.x; tmpvar_6[1].x = TANGENT.y; tmpvar_6[1].y = tmpvar_5.y; tmpvar_6[1].z = gl_Normal.y; tmpvar_6[2].x = TANGENT.z; tmpvar_6[2].y = tmpvar_5.z; tmpvar_6[2].z = gl_Normal.z; vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = tmpvar_4; vec3 x2_8; vec3 x1_9; x1_9.x = dot (unity_SHAr, tmpvar_7); x1_9.y = dot (unity_SHAg, tmpvar_7); x1_9.z = dot (unity_SHAb, tmpvar_7); vec4 tmpvar_10; tmpvar_10 = (tmpvar_4.xyzz * tmpvar_4.yzzx); x2_8.x = dot (unity_SHBr, tmpvar_10); x2_8.y = dot (unity_SHBg, tmpvar_10); x2_8.z = dot (unity_SHBb, tmpvar_10); vec4 o_11; vec4 tmpvar_12; tmpvar_12 = (tmpvar_2 * 0.5); vec2 tmpvar_13; tmpvar_13.x = tmpvar_12.x; tmpvar_13.y = (tmpvar_12.y * _ProjectionParams.x); o_11.xy = (tmpvar_13 + tmpvar_12.w); o_11.zw = tmpvar_2.zw; gl_Position = tmpvar_2; vec4 tmpvar_14; tmpvar_14.yzw = vec3(0.0, 0.0, 0.0); tmpvar_14.x = tmpvar_2.z; xlv_FOG = tmpvar_14; gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_15; tmpvar_15.w = 0.0; tmpvar_15.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); gl_TexCoord[1] = tmpvar_15; vec4 tmpvar_16; tmpvar_16.w = 0.0; tmpvar_16.xyz = ((x1_9 + x2_8) + (unity_SHC.xyz * ((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y)))); gl_TexCoord[2] = tmpvar_16; gl_TexCoord[3] = o_11; }