uniform vec4 _MainTex_ST; uniform mat4 _Object2World; 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; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); mat3 tmpvar_2; tmpvar_2[0] = _Object2World[0].xyz; tmpvar_2[1] = _Object2World[1].xyz; tmpvar_2[2] = _Object2World[2].xyz; vec3 tmpvar_3; tmpvar_3 = (tmpvar_2 * (gl_Normal * unity_Scale.w)); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_3; vec3 x2_5; vec3 x1_6; x1_6.x = dot (unity_SHAr, tmpvar_4); x1_6.y = dot (unity_SHAg, tmpvar_4); x1_6.z = dot (unity_SHAb, tmpvar_4); vec4 tmpvar_7; tmpvar_7 = (tmpvar_3.xyzz * tmpvar_3.yzzx); x2_5.x = dot (unity_SHBr, tmpvar_7); x2_5.y = dot (unity_SHBg, tmpvar_7); x2_5.z = dot (unity_SHBb, tmpvar_7); gl_Position = tmpvar_1; vec4 tmpvar_8; tmpvar_8.yzw = vec3(0.0, 0.0, 0.0); tmpvar_8.x = tmpvar_1.z; xlv_FOG = tmpvar_8; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 0.0); tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_9; vec4 tmpvar_10; tmpvar_10.w = 0.0; tmpvar_10.xyz = tmpvar_3; gl_TexCoord[1] = tmpvar_10; vec4 tmpvar_11; tmpvar_11.w = 0.0; tmpvar_11.xyz = ((x1_6 + x2_5) + (unity_SHC.xyz * ( (tmpvar_3.x * tmpvar_3.x) - (tmpvar_3.y * tmpvar_3.y) ))); gl_TexCoord[2] = tmpvar_11; } // inputs: 3, stats: 23 alu 0 tex 0 flow