uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_2; tmpvar_2.w = 1.0; tmpvar_2.xyz = _WorldSpaceCameraPos; vec3 tmpvar_3; tmpvar_3 = (gl_Vertex.xyz - ((_World2Object * tmpvar_2).xyz * unity_Scale.w)); mat3 tmpvar_4; tmpvar_4[0] = _Object2World[0].xyz; tmpvar_4[1] = _Object2World[1].xyz; tmpvar_4[2] = _Object2World[2].xyz; vec4 o_5; vec4 tmpvar_6; tmpvar_6 = (tmpvar_1 * 0.5); vec2 tmpvar_7; tmpvar_7.x = tmpvar_6.x; tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); o_5.xy = (tmpvar_7 + tmpvar_6.w); o_5.zw = tmpvar_1.zw; 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_4 * (tmpvar_3 - (2.0 * (dot (gl_Normal, tmpvar_3) * gl_Normal) ))); gl_TexCoord[1] = tmpvar_10; gl_TexCoord[2] = o_5; } // inputs: 3, stats: 18 alu 0 tex 0 flow