uniform vec4 _MainTex_ST; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_LightmapFade; uniform vec4 unity_LightmapST; uniform vec4 unity_Scale; attribute vec4 TANGENT; 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); vec3 tmpvar_6; tmpvar_6 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_7; tmpvar_7[0].x = TANGENT.x; tmpvar_7[0].y = tmpvar_6.x; tmpvar_7[0].z = gl_Normal.x; tmpvar_7[1].x = TANGENT.y; tmpvar_7[1].y = tmpvar_6.y; tmpvar_7[1].z = gl_Normal.y; tmpvar_7[2].x = TANGENT.z; tmpvar_7[2].y = tmpvar_6.z; tmpvar_7[2].z = gl_Normal.z; vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = _WorldSpaceCameraPos; gl_Position = tmpvar_2; vec4 tmpvar_9; tmpvar_9.yzw = vec3(0.0, 0.0, 0.0); tmpvar_9.x = tmpvar_2.z; xlv_FOG = tmpvar_9; vec4 tmpvar_10; tmpvar_10.zw = vec2(0.0, 0.0); tmpvar_10.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_10; vec4 tmpvar_11; tmpvar_11.w = 0.0; tmpvar_11.xyz = (tmpvar_7 * (( (_World2Object * tmpvar_8) .xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_11; gl_TexCoord[2] = o_3; vec4 tmpvar_12; tmpvar_12.w = 0.0; tmpvar_12.xyz = (tmpvar_7 * (gl_Normal * unity_Scale.w)); gl_TexCoord[3] = tmpvar_12; vec4 tmpvar_13; tmpvar_13.w = 0.0; tmpvar_13.xyz = tmpvar_1; gl_TexCoord[4] = tmpvar_13; } // inputs: 5, stats: 28 alu 0 tex 0 flow