uniform vec4 _ProjectionParams; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform vec4 _DetailAlbedoMap_ST; uniform vec4 unity_LightmapST; 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; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec3 tmpvar_3; vec3 tmpvar_4; vec4 tmpvar_5; tmpvar_5 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DetailAlbedoMap_ST.xy) + _DetailAlbedoMap_ST.zw); mat3 tmpvar_6; tmpvar_6[0] = _Object2World[0].xyz; tmpvar_6[1] = _Object2World[1].xyz; tmpvar_6[2] = _Object2World[2].xyz; mat3 tmpvar_7; tmpvar_7[0] = _Object2World[0].xyz; tmpvar_7[1] = _Object2World[1].xyz; tmpvar_7[2] = _Object2World[2].xyz; vec4 tmpvar_8; tmpvar_8.xyz = (tmpvar_7 * TANGENT.xyz); tmpvar_8.w = TANGENT.w; tmpvar_2.w = tmpvar_8.w; tmpvar_2.xyz = normalize(tmpvar_8.xyz); vec4 o_9; vec4 tmpvar_10; tmpvar_10 = (tmpvar_5 * 0.5); vec2 tmpvar_11; tmpvar_11.x = tmpvar_10.x; tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); o_9.xy = (tmpvar_11 + tmpvar_10.w); o_9.zw = tmpvar_5.zw; tmpvar_3.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_3.z = 0.0; gl_Position = tmpvar_5; xlv_TEXCOORD0 = tmpvar_1; xlv_TEXCOORD1 = (_Object2World * gl_Vertex); xlv_TEXCOORD2 = normalize((tmpvar_6 * gl_Normal)); xlv_TEXCOORD3 = tmpvar_2; xlv_TEXCOORD4 = tmpvar_3; xlv_TEXCOORD5 = o_9; xlv_TEXCOORD7 = tmpvar_4; } // inputs: 5, stats: 16 alu 0 tex 0 flow