uniform vec4 _BumpMap_ST; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_4LightAtten0; uniform vec4 unity_4LightPosX0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosZ0; uniform vec3 unity_LightColor0; uniform vec3 unity_LightColor1; uniform vec3 unity_LightColor2; uniform vec3 unity_LightColor3; uniform vec4 unity_SHAb; uniform vec4 unity_SHAg; uniform vec4 unity_SHAr; uniform vec4 unity_SHBb; uniform vec4 unity_SHBg; uniform vec4 unity_SHBr; uniform vec4 unity_SHC; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_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 = _WorldSpaceCameraPos; vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = tmpvar_4; vec3 x2_9; vec3 x1_10; x1_10.x = dot (unity_SHAr, tmpvar_8); x1_10.y = dot (unity_SHAg, tmpvar_8); x1_10.z = dot (unity_SHAb, tmpvar_8); vec4 tmpvar_11; tmpvar_11 = (tmpvar_4.xyzz * tmpvar_4.yzzx); x2_9.x = dot (unity_SHBr, tmpvar_11); x2_9.y = dot (unity_SHBg, tmpvar_11); x2_9.z = dot (unity_SHBb, tmpvar_11); vec3 tmpvar_12; tmpvar_12 = (_Object2World * gl_Vertex).xyz; vec4 tmpvar_13; tmpvar_13 = (unity_4LightPosX0 - tmpvar_12.x); vec4 tmpvar_14; tmpvar_14 = (unity_4LightPosY0 - tmpvar_12.y); vec4 tmpvar_15; tmpvar_15 = (unity_4LightPosZ0 - tmpvar_12.z); vec4 tmpvar_16; tmpvar_16 = (((tmpvar_13 * tmpvar_13) + (tmpvar_14 * tmpvar_14)) + (tmpvar_15 * tmpvar_15)); vec4 tmpvar_17; tmpvar_17 = (max (vec4(0.0, 0.0, 0.0, 0.0), ( (((tmpvar_13 * tmpvar_4.x) + (tmpvar_14 * tmpvar_4.y)) + (tmpvar_15 * tmpvar_4.z)) * inversesqrt(tmpvar_16) )) * (1.0/((1.0 + (tmpvar_16 * unity_4LightAtten0) )))); vec4 o_18; vec4 tmpvar_19; tmpvar_19 = (tmpvar_2 * 0.5); vec2 tmpvar_20; tmpvar_20.x = tmpvar_19.x; tmpvar_20.y = (tmpvar_19.y * _ProjectionParams.x); o_18.xy = (tmpvar_20 + tmpvar_19.w); o_18.zw = tmpvar_2.zw; gl_Position = tmpvar_2; vec4 tmpvar_21; tmpvar_21.yzw = vec3(0.0, 0.0, 0.0); tmpvar_21.x = tmpvar_2.z; xlv_FOG = tmpvar_21; gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_22; tmpvar_22.w = 0.0; tmpvar_22.xyz = (tmpvar_6 * (( (_World2Object * tmpvar_7) .xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_22; vec4 tmpvar_23; tmpvar_23.w = 0.0; tmpvar_23.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); gl_TexCoord[2] = tmpvar_23; vec4 tmpvar_24; tmpvar_24.w = 0.0; tmpvar_24.xyz = (((x1_10 + x2_9) + (unity_SHC.xyz * ((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y)) )) + (( ((unity_LightColor0 * tmpvar_17.x) + (unity_LightColor1 * tmpvar_17.y)) + (unity_LightColor2 * tmpvar_17.z) ) + (unity_LightColor3 * tmpvar_17.w))); gl_TexCoord[3] = tmpvar_24; gl_TexCoord[4] = o_18; } // inputs: 4, stats: 68 alu 0 tex 0 flow