varying vec4 xlv_FOG; uniform vec4 unity_LightmapST; uniform vec4 unity_LightmapFade; uniform vec4 _Splat3_ST; uniform vec4 _Splat2_ST; uniform vec4 _Splat1_ST; uniform vec4 _Splat0_ST; uniform vec4 _ProjectionParams; uniform vec4 _Control_ST; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec3 tmpvar_3; vec4 tmpvar_4; tmpvar_4 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Control_ST.xy) + _Control_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Splat0_ST.xy) + _Splat0_ST.zw); tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _Splat1_ST.xy) + _Splat1_ST.zw); tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _Splat2_ST.xy) + _Splat2_ST.zw); vec4 o_5; vec4 tmpvar_6; tmpvar_6 = (tmpvar_4 * 0.5); vec2 tmpvar_7; tmpvar_7.x = tmpvar_6.x; tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); o_5.xy = (tmpvar_7 + tmpvar_6.w); o_5.zw = tmpvar_4.zw; tmpvar_3.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_3.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w); gl_Position = tmpvar_4; vec4 tmpvar_8; tmpvar_8.yzw = vec3(0.0, 0.0, 0.0); tmpvar_8.x = tmpvar_4.z; xlv_FOG = tmpvar_8; gl_TexCoord[0] = tmpvar_1; gl_TexCoord[1] = tmpvar_2; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 0.0); tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _Splat3_ST.xy) + _Splat3_ST.zw); gl_TexCoord[2] = tmpvar_9; gl_TexCoord[3] = o_5; vec4 tmpvar_10; tmpvar_10.w = 0.0; tmpvar_10.xyz = tmpvar_3; gl_TexCoord[4] = tmpvar_10; }