varying vec4 xlv_FOG; uniform vec4 unity_Scale; uniform vec4 _WorldSpaceLightPos0; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform mat4 _LightMatrix0; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); mat3 tmpvar_2; tmpvar_2[0] = _Object2World[0].xyz; tmpvar_2[1] = _Object2World[1].xyz; tmpvar_2[2] = _Object2World[2].xyz; gl_Position = tmpvar_1; vec4 tmpvar_3; tmpvar_3.yzw = vec3(0.0, 0.0, 0.0); tmpvar_3.x = tmpvar_1.z; xlv_FOG = tmpvar_3; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_4; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = (tmpvar_2 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * gl_Vertex).xyz); gl_TexCoord[2] = tmpvar_6; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = (_WorldSpaceCameraPos - (_Object2World * gl_Vertex).xyz); gl_TexCoord[3] = tmpvar_7; gl_TexCoord[4] = (_LightMatrix0 * (_Object2World * gl_Vertex)); }