uniform vec4 _Illum_ST; uniform vec4 _MainTex_ST; uniform vec4 _ProjectionParams; uniform vec4 unity_LightmapFade; uniform vec4 unity_LightmapST; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec3 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Illum_ST.xy) + _Illum_ST.zw); vec4 o_4; vec4 tmpvar_5; tmpvar_5 = (tmpvar_3 * 0.5); vec2 tmpvar_6; tmpvar_6.x = tmpvar_5.x; tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); o_4.xy = (tmpvar_6 + tmpvar_5.w); o_4.zw = tmpvar_3.zw; tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_2.z = ((-( (gl_ModelViewMatrix * gl_Vertex) .z) * unity_LightmapFade.z) + unity_LightmapFade.w); gl_Position = tmpvar_3; vec4 tmpvar_7; tmpvar_7.yzw = vec3(0.0, 0.0, 0.0); tmpvar_7.x = tmpvar_3.z; xlv_FOG = tmpvar_7; gl_TexCoord[0] = tmpvar_1; gl_TexCoord[1] = o_4; vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = tmpvar_2; gl_TexCoord[2] = tmpvar_8; } // inputs: 3, stats: 16 alu 0 tex 0 flow