#version 300 es precision highp float; uniform vec4 unity_LightColor[8]; uniform vec4 unity_LightPosition[8]; uniform vec4 unity_LightAtten[8]; uniform vec4 unity_SpotDirection[8]; uniform mat4 glstate_matrix_mvp; uniform mat4 glstate_matrix_modelview0; uniform mat4 glstate_matrix_invtrans_modelview0; uniform vec4 glstate_lightmodel_ambient; uniform vec4 _MainTex_ST; uniform vec4 _Color; uniform vec4 _ReflectColor; in highp vec4 in_POSITION0; in highp vec4 in_NORMAL0; in highp vec4 in_TEXCOORD0; out highp vec4 TEXCOORD0; out highp vec4 COLOR0; highp vec4 phase0_Output2; highp vec4 Temp_2; highp vec4 Temp_3; highp ivec4 Temp_int_0; highp ivec4 Temp_int_1; void main () { Temp_int_0 = floatBitsToInt((in_POSITION0.yyyy * glstate_matrix_mvp[1])); Temp_int_0 = floatBitsToInt(((glstate_matrix_mvp[0] * in_POSITION0.xxxx) + intBitsToFloat(Temp_int_0))); Temp_int_0 = floatBitsToInt(((glstate_matrix_mvp[2] * in_POSITION0.zzzz) + intBitsToFloat(Temp_int_0))); phase0_Output2 = ((glstate_matrix_mvp[3] * in_POSITION0.wwww) + intBitsToFloat(Temp_int_0)); TEXCOORD0.xy = ((in_TEXCOORD0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); Temp_int_0.xyz = floatBitsToInt((in_POSITION0.yyy * glstate_matrix_modelview0[1].xyz)); Temp_int_0.xyz = floatBitsToInt(((glstate_matrix_modelview0[0].xyz * in_POSITION0.xxx) + intBitsToFloat(Temp_int_0).xyz)); Temp_int_0.xyz = floatBitsToInt(((glstate_matrix_modelview0[2].xyz * in_POSITION0.zzz) + intBitsToFloat(Temp_int_0).xyz)); Temp_int_0.xyz = floatBitsToInt(((glstate_matrix_modelview0[3].xyz * in_POSITION0.www) + intBitsToFloat(Temp_int_0).xyz)); Temp_int_1.xyz = floatBitsToInt((in_NORMAL0.yyy * glstate_matrix_invtrans_modelview0[1].xyz)); Temp_int_1.xyz = floatBitsToInt(((glstate_matrix_invtrans_modelview0[0].xyz * in_NORMAL0.xxx) + intBitsToFloat(Temp_int_1).xyz)); Temp_int_1.xyz = floatBitsToInt(((glstate_matrix_invtrans_modelview0[2].xyz * in_NORMAL0.zzz) + intBitsToFloat(Temp_int_1).xyz)); Temp_int_0.w = floatBitsToInt(dot (intBitsToFloat(Temp_int_1).xyz, intBitsToFloat(Temp_int_1).xyz)); Temp_int_0.w = floatBitsToInt(inversesqrt(intBitsToFloat(Temp_int_0).w)); Temp_int_1.xyz = floatBitsToInt((intBitsToFloat(Temp_int_0).www * intBitsToFloat(Temp_int_1).xyz)); Temp_2.xyz = glstate_lightmodel_ambient.xyz; Temp_int_0.w = 0; for (; Temp_int_0.w < 4; Temp_int_0.w = (Temp_int_0.w + 1)) { Temp_3.xyz = ((-( intBitsToFloat(Temp_int_0) .xyz) * unity_LightPosition[Temp_int_0.w].www) + unity_LightPosition[Temp_int_0.w].xyz); Temp_int_1.w = floatBitsToInt(dot (Temp_3.xyz, Temp_3.xyz)); Temp_2.w = inversesqrt(intBitsToFloat(Temp_int_1).w); Temp_3.xyz = (Temp_2.www * Temp_3.xyz); Temp_int_1.w = floatBitsToInt((( intBitsToFloat(Temp_int_1) .w * unity_LightAtten[Temp_int_0.w].z) + 1.0)); Temp_int_1.w = floatBitsToInt((1.0/(intBitsToFloat(Temp_int_1).w))); Temp_2.w = dot (Temp_3.xyz, unity_SpotDirection[Temp_int_0.w].xyz); Temp_2.w = max (Temp_2.w, 0.0); Temp_2.w = (Temp_2.w - unity_LightAtten[Temp_int_0.w].x); Temp_2.w = (Temp_2.w * unity_LightAtten[Temp_int_0.w].y); Temp_2.w = clamp (Temp_2.w, 0.0, 1.0); Temp_int_1.w = floatBitsToInt((intBitsToFloat(Temp_int_1).w * Temp_2.w)); Temp_2.w = dot (intBitsToFloat(Temp_int_1).xyz, Temp_3.xyz); Temp_2.w = max (Temp_2.w, 0.0); Temp_int_1.w = floatBitsToInt((intBitsToFloat(Temp_int_1).w * Temp_2.w)); Temp_2.xyz = ((unity_LightColor[Temp_int_0.w].xyz * intBitsToFloat(Temp_int_1).www) + Temp_2.xyz); }; COLOR0.xyz = (Temp_2.xyz * _Color.xyz); COLOR0.w = (_Color.w * _ReflectColor.w); gl_Position = phase0_Output2; } // stats: 88 alu 0 tex 2 flow // inputs: 3 // #0: in_POSITION0 (high float) 4x1 [-1] // #1: in_NORMAL0 (high float) 4x1 [-1] // #2: in_TEXCOORD0 (high float) 4x1 [-1] // uniforms: 11 (total size: 0) // #0: unity_LightColor (high float) 4x1 [8] // #1: unity_LightPosition (high float) 4x1 [8] // #2: unity_LightAtten (high float) 4x1 [8] // #3: unity_SpotDirection (high float) 4x1 [8] // #4: glstate_matrix_mvp (high float) 4x4 [-1] // #5: glstate_matrix_modelview0 (high float) 4x4 [-1] // #6: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1] // #7: glstate_lightmodel_ambient (high float) 4x1 [-1] // #8: _MainTex_ST (high float) 4x1 [-1] // #9: _Color (high float) 4x1 [-1] // #10: _ReflectColor (high float) 4x1 [-1]