uniform vec4 unity_Scale; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; void main () { vec4 tmpvar_1; tmpvar_1.w = 1.0; tmpvar_1.xyz = _WorldSpaceCameraPos; vec3 tmpvar_2; tmpvar_2 = -(normalize((((_World2Object * tmpvar_1).xyz * unity_Scale.w) - gl_Vertex.xyz))); vec4 tmpvar_3; tmpvar_3.w = 0.0; tmpvar_3.xyz = (tmpvar_2 - (2.0 * (dot (gl_Normal, tmpvar_2) * gl_Normal))); gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_FrontColor = gl_Color; vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = (gl_ModelViewMatrix * tmpvar_3).xyz; gl_TexCoord[0] = tmpvar_4; }