struct VertexOutput { vec4 pos; vec4 tex; vec4 posWorld; vec3 normalWorld; vec4 tangentWorld; vec3 extra; vec4 _ShadowCoord; vec3 lightDir; }; struct VertexInput { vec4 vertex; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 tangent; }; uniform vec4 _ProjectionParams; uniform vec4 _ScreenParams; uniform vec4 _WorldSpaceLightPos0; uniform mat4 _Object2World; uniform mat4 _World2Object; uniform vec4 unity_Scale; uniform mat4 glstate_matrix_transpose_modelview0; uniform samplerCube _Cube; uniform sampler2D _MainTex; uniform vec4 _MainTex_ST; uniform sampler2D _DetailAlbedoMap; uniform vec4 _DetailAlbedoMap_ST; uniform sampler2D _AlphaMap; uniform sampler2D _Occlusion; uniform sampler2D _DetailNormalMap; uniform vec4 _DetailNormalMap_ST; uniform float _DetailNormalMapScale; uniform sampler2D _BumpMap; uniform float _BumpScale; uniform float _Exposure; uniform float _DetailBumpScale; uniform float _AlphaTestRef; uniform float _DetailBumpTiling; uniform vec4 _Color; uniform vec4 _SpecularColor; uniform sampler2D _SpecGlossMap; uniform float _Glossiness; uniform vec4 unity_ColorSpaceGrey; uniform vec4 _LightColor0; uniform samplerCube _SpecCube; uniform vec4 unity_LightmapST; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; uniform float _SelfIllumScale; uniform sampler2D _SelfIllum; attribute vec4 TANGENT; varying vec4 xlv_TEXCOORD0; varying vec4 xlv_TEXCOORD1; varying vec3 xlv_TEXCOORD2; varying vec4 xlv_TEXCOORD3; varying vec3 xlv_TEXCOORD4; varying vec4 xlv_TEXCOORD5; varying vec3 xlv_TEXCOORD7; mat3 xll_constructMat3_mf4x4 ( in mat4 m_1 ) { vec3 tmpvar_2; tmpvar_2 = m_1[0].xyz; vec3 tmpvar_3; tmpvar_3 = m_1[1].xyz; vec3 tmpvar_4; tmpvar_4 = m_1[2].xyz; mat3 tmpvar_5; vec3 tmpvar_6; tmpvar_6 = tmpvar_2; tmpvar_5[0] = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = tmpvar_3; tmpvar_5[1] = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = tmpvar_4; tmpvar_5[2] = tmpvar_8; return tmpvar_5; } vec4 ComputeScreenPos ( in vec4 pos_9 ) { vec4 o_10; vec4 tmpvar_11; tmpvar_11 = (pos_9 * 0.5); o_10 = tmpvar_11; vec2 tmpvar_12; tmpvar_12.x = o_10.x; tmpvar_12.y = (o_10.y * _ProjectionParams.x); vec2 tmpvar_13; tmpvar_13 = (tmpvar_12 + o_10.w); o_10.xy = tmpvar_13.xy.xy; vec2 tmpvar_14; tmpvar_14 = pos_9.zw; o_10.zw = tmpvar_14.xxxy.zw; return o_10; } VertexOutput vert ( in VertexInput v_15 ) { VertexOutput o_16; vec4 tmpvar_17; tmpvar_17 = (_Object2World * v_15.vertex); o_16.posWorld = tmpvar_17; vec4 tmpvar_18; tmpvar_18 = (gl_ModelViewProjectionMatrix * v_15.vertex); o_16.pos = tmpvar_18; vec4 tmpvar_19; tmpvar_19 = v_15.texcoord; o_16.tex = tmpvar_19; vec2 tmpvar_20; tmpvar_20 = ((v_15.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); o_16.tex.xy = tmpvar_20.xy.xy; vec2 tmpvar_21; tmpvar_21 = ((v_15.texcoord.xy * _DetailAlbedoMap_ST.xy) + _DetailAlbedoMap_ST.zw); o_16.tex.zw = tmpvar_21.xxxy.zw; mat3 tmpvar_22; tmpvar_22 = xll_constructMat3_mf4x4 (_Object2World); vec3 tmpvar_23; tmpvar_23 = normalize ((tmpvar_22 * v_15.normal)); vec3 tmpvar_24; tmpvar_24 = tmpvar_23; o_16.normalWorld = tmpvar_24; mat3 tmpvar_25; tmpvar_25 = xll_constructMat3_mf4x4 (_Object2World); vec4 tmpvar_26; tmpvar_26.xyz = (tmpvar_25 * v_15.tangent.xyz).xyz; tmpvar_26.w = v_15.tangent.w; vec4 tmpvar_27; tmpvar_27 = tmpvar_26; o_16.tangentWorld = tmpvar_27; vec3 tmpvar_28; tmpvar_28 = normalize (o_16.tangentWorld.xyz); vec3 tmpvar_29; tmpvar_29 = tmpvar_28; o_16.tangentWorld.xyz = tmpvar_29.xyz.xyz; vec4 tmpvar_30; tmpvar_30 = ComputeScreenPos (o_16.pos); vec4 tmpvar_31; tmpvar_31 = tmpvar_30; o_16._ShadowCoord = tmpvar_31; vec2 tmpvar_32; tmpvar_32 = ((v_15.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); o_16.extra.xy = tmpvar_32.xy.xy; float tmpvar_33; tmpvar_33 = 0.0; o_16.extra.z = vec3(tmpvar_33).z; return o_16; } void main () { VertexInput xlt_v_34; VertexOutput xl_retval_35; vec4 tmpvar_36; tmpvar_36 = gl_Vertex.xyzw; vec4 tmpvar_37; tmpvar_37 = tmpvar_36; xlt_v_34.vertex = tmpvar_37; vec3 tmpvar_38; tmpvar_38 = gl_Normal.xyz; vec3 tmpvar_39; tmpvar_39 = tmpvar_38; xlt_v_34.normal = tmpvar_39; vec4 tmpvar_40; tmpvar_40 = gl_MultiTexCoord0.xyzw; vec4 tmpvar_41; tmpvar_41 = tmpvar_40; xlt_v_34.texcoord = tmpvar_41; vec4 tmpvar_42; tmpvar_42 = gl_MultiTexCoord1.xyzw; vec4 tmpvar_43; tmpvar_43 = tmpvar_42; xlt_v_34.texcoord1 = tmpvar_43; vec4 tmpvar_44; tmpvar_44 = TANGENT.xyzw; vec4 tmpvar_45; tmpvar_45 = tmpvar_44; xlt_v_34.tangent = tmpvar_45; VertexOutput tmpvar_46; tmpvar_46 = vert (xlt_v_34); VertexOutput tmpvar_47; tmpvar_47 = tmpvar_46; xl_retval_35 = tmpvar_47; vec4 tmpvar_48; tmpvar_48 = xl_retval_35.pos.xyzw; vec4 tmpvar_49; tmpvar_49 = tmpvar_48; gl_Position = tmpvar_49; vec4 tmpvar_50; tmpvar_50 = xl_retval_35.tex.xyzw; vec4 tmpvar_51; tmpvar_51 = tmpvar_50; xlv_TEXCOORD0 = tmpvar_51; vec4 tmpvar_52; tmpvar_52 = xl_retval_35.posWorld.xyzw; vec4 tmpvar_53; tmpvar_53 = tmpvar_52; xlv_TEXCOORD1 = tmpvar_53; vec3 tmpvar_54; tmpvar_54 = xl_retval_35.normalWorld.xyz; vec3 tmpvar_55; tmpvar_55 = tmpvar_54; xlv_TEXCOORD2 = tmpvar_55; vec4 tmpvar_56; tmpvar_56 = xl_retval_35.tangentWorld.xyzw; vec4 tmpvar_57; tmpvar_57 = tmpvar_56; xlv_TEXCOORD3 = tmpvar_57; vec3 tmpvar_58; tmpvar_58 = xl_retval_35.extra.xyz; vec3 tmpvar_59; tmpvar_59 = tmpvar_58; xlv_TEXCOORD4 = tmpvar_59; vec4 tmpvar_60; tmpvar_60 = xl_retval_35._ShadowCoord.xyzw; vec4 tmpvar_61; tmpvar_61 = tmpvar_60; xlv_TEXCOORD5 = tmpvar_61; vec3 tmpvar_62; tmpvar_62 = xl_retval_35.lightDir.xyz; vec3 tmpvar_63; tmpvar_63 = tmpvar_62; xlv_TEXCOORD7 = tmpvar_63; }