uniform vec4 _Detail_ST; uniform mat4 _LightMatrix0; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord1.xy * _Detail_ST.xy) + _Detail_ST.zw); mat3 tmpvar_3; tmpvar_3[0] = _Object2World[0].xyz; tmpvar_3[1] = _Object2World[1].xyz; tmpvar_3[2] = _Object2World[2].xyz; gl_Position = tmpvar_2; vec4 tmpvar_4; tmpvar_4.yzw = vec3(0.0, 0.0, 0.0); tmpvar_4.x = tmpvar_2.z; xlv_FOG = tmpvar_4; gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = (tmpvar_3 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; vec4 cse_7; cse_7 = (_Object2World * gl_Vertex); tmpvar_6.xyz = (_WorldSpaceLightPos0.xyz - cse_7.xyz); gl_TexCoord[2] = tmpvar_6; gl_TexCoord[3] = (_LightMatrix0 * cse_7); } // inputs: 4, stats: 13 alu 0 tex 0 flow