uniform mat4 UNITY_MATRIX_IT_MV; uniform mat4 UNITY_MATRIX_MV; uniform mat4 UNITY_MATRIX_MVP; uniform vec4 unity_LightAtten[4]; uniform vec4 unity_LightColor[4]; uniform vec4 unity_LightPosition[4]; varying vec4 xlv_TEXCOORD0; void main () { vec3 lightColor_1; vec3 viewN_2; vec3 viewpos_3; viewpos_3 = (UNITY_MATRIX_MV * gl_Vertex).xyz; mat3 tmpvar_4; tmpvar_4[0] = UNITY_MATRIX_IT_MV[0].xyz; tmpvar_4[1] = UNITY_MATRIX_IT_MV[1].xyz; tmpvar_4[2] = UNITY_MATRIX_IT_MV[2].xyz; viewN_2 = (tmpvar_4 * gl_Normal); vec3 tmpvar_5; tmpvar_5 = (unity_LightPosition[0].xyz - viewpos_3); lightColor_1 = (unity_LightColor[0].xyz * (max (0.0, dot (viewN_2, normalize(tmpvar_5)) ) * (1.0/( (1.0 + (dot (tmpvar_5, tmpvar_5) * unity_LightAtten[0].z)) )))); vec3 tmpvar_6; tmpvar_6 = (unity_LightPosition[1].xyz - viewpos_3); lightColor_1 = (lightColor_1 + (unity_LightColor[1].xyz * ( max (0.0, dot (viewN_2, normalize(tmpvar_6))) * (1.0/((1.0 + (dot (tmpvar_6, tmpvar_6) * unity_LightAtten[1].z)))) ))); vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = (lightColor_1 * 2.0); gl_Position = (UNITY_MATRIX_MVP * gl_Vertex); xlv_TEXCOORD0 = tmpvar_7; } // inputs: 2, stats: 26 alu 0 tex 0 flow