uniform vec4 _LightShadowData; uniform mat4 _Object2World; uniform mat4 _World2Shadow; uniform mat4 _World2Shadow1; uniform mat4 _World2Shadow2; uniform mat4 _World2Shadow3; void main () { vec2 tmpvar_1; float tmpvar_2; tmpvar_2 = -((gl_ModelViewMatrix * gl_Vertex).z); tmpvar_1.x = tmpvar_2; tmpvar_1.y = ((tmpvar_2 * _LightShadowData.z) + _LightShadowData.w); vec4 cse_3; cse_3 = (_Object2World * gl_Vertex); gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = (_World2Shadow * cse_3).xyz; gl_TexCoord[0] = tmpvar_4; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = (_World2Shadow1 * cse_3).xyz; gl_TexCoord[1] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = (_World2Shadow2 * cse_3).xyz; gl_TexCoord[2] = tmpvar_6; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = (_World2Shadow3 * cse_3).xyz; gl_TexCoord[3] = tmpvar_7; vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 0.0); tmpvar_8.xy = tmpvar_1; gl_TexCoord[4] = tmpvar_8; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = cse_3.xyz; gl_TexCoord[5] = tmpvar_9; } // inputs: 1, stats: 16 alu 0 tex 0 flow