uniform vec4 _MainTex_ST; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 o_2; vec4 tmpvar_3; tmpvar_3 = (tmpvar_1 * 0.5); vec2 tmpvar_4; tmpvar_4.x = tmpvar_3.x; tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x); o_2.xy = (tmpvar_4 + tmpvar_3.w); o_2.zw = tmpvar_1.zw; 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; 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_6 * (( (_World2Object * tmpvar_7) .xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_10; gl_TexCoord[2] = o_2; vec4 tmpvar_11; tmpvar_11.w = 0.0; tmpvar_11.xyz = (tmpvar_6 * (gl_Normal * unity_Scale.w)); gl_TexCoord[3] = tmpvar_11; } // inputs: 4, stats: 21 alu 0 tex 0 flow