uniform vec4 _ProjectionParams; uniform vec4 unity_LightmapFade; uniform vec4 unity_LightmapST; varying vec4 xlv_FOG; void main () { vec3 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 o_3; vec4 tmpvar_4; tmpvar_4 = (tmpvar_2 * 0.5); vec2 tmpvar_5; tmpvar_5.x = tmpvar_4.x; tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x); o_3.xy = (tmpvar_5 + tmpvar_4.w); o_3.zw = tmpvar_2.zw; tmpvar_1.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_1.z = ((-( (gl_ModelViewMatrix * gl_Vertex) .z) * unity_LightmapFade.z) + unity_LightmapFade.w); gl_Position = tmpvar_2; vec4 tmpvar_6; tmpvar_6.yzw = vec3(0.0, 0.0, 0.0); tmpvar_6.x = tmpvar_2.z; xlv_FOG = tmpvar_6; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = ((gl_Normal * 0.5) + 0.5); gl_TexCoord[0] = tmpvar_7; gl_TexCoord[1] = o_3; vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = tmpvar_1; gl_TexCoord[2] = tmpvar_8; } // inputs: 3, stats: 15 alu 0 tex 0 flow