struct v2f_surf { highp vec4 pos; lowp vec3 lightDir; lowp vec3 viewDir; lowp vec3 worldN; }; struct appdata { highp vec4 vertex; highp vec4 tangent; highp vec3 normal; }; attribute highp vec4 _glesVertex; attribute mediump vec3 _glesNormal; attribute highp vec4 _glesMultiTexCoord0; attribute highp vec4 _glesMultiTexCoord1; attribute lowp vec4 _glesColor; uniform mat4 glstate_matrix_mvp; attribute vec4 attrVertex; attribute vec3 attrNormal; attribute vec4 attrTangent; uniform highp mat4 _Object2World; uniform highp mat4 _World2Object; uniform highp vec3 _WorldSpaceCameraPos; uniform lowp vec4 _WorldSpaceLightPos0; uniform highp vec4 unity_Scale; varying lowp vec3 varWorldN; varying lowp vec3 varLightDir; varying lowp vec3 varViewDir; mat3 xll_transpose ( in mat3 m_1 ) { mat3 tmpvar_2; float tmpvar_3; tmpvar_3 = m_1[0][0]; tmpvar_2[0].x = tmpvar_3; float tmpvar_4; tmpvar_4 = m_1[1][0]; tmpvar_2[0].y = tmpvar_4; float tmpvar_5; tmpvar_5 = m_1[2][0]; tmpvar_2[0].z = tmpvar_5; float tmpvar_6; tmpvar_6 = m_1[0][1]; tmpvar_2[1].x = tmpvar_6; float tmpvar_7; tmpvar_7 = m_1[1][1]; tmpvar_2[1].y = tmpvar_7; float tmpvar_8; tmpvar_8 = m_1[2][1]; tmpvar_2[1].z = tmpvar_8; float tmpvar_9; tmpvar_9 = m_1[0][2]; tmpvar_2[2].x = tmpvar_9; float tmpvar_10; tmpvar_10 = m_1[1][2]; tmpvar_2[2].y = tmpvar_10; float tmpvar_11; tmpvar_11 = m_1[2][2]; tmpvar_2[2].z = tmpvar_11; return tmpvar_2; } mat3 xll_constructMat3 ( in mat4 m_12 ) { vec3 tmpvar_13; tmpvar_13 = m_12[0].xyz; vec3 tmpvar_14; tmpvar_14 = m_12[1].xyz; vec3 tmpvar_15; tmpvar_15 = m_12[2].xyz; mat3 tmpvar_16; vec3 tmpvar_17; tmpvar_17 = tmpvar_13; tmpvar_16[0] = tmpvar_17; vec3 tmpvar_18; tmpvar_18 = tmpvar_14; tmpvar_16[1] = tmpvar_18; vec3 tmpvar_19; tmpvar_19 = tmpvar_15; tmpvar_16[2] = tmpvar_19; return tmpvar_16; } vec3 ObjSpaceViewDir ( in highp vec4 v_20 ) { highp vec3 objSpaceCameraPos_21; highp vec4 tmpvar_22; tmpvar_22.w = 1.0; tmpvar_22.xyz = _WorldSpaceCameraPos.xyz.xyz; highp vec3 tmpvar_23; tmpvar_23 = ((_World2Object * tmpvar_22).xyz * unity_Scale.w); objSpaceCameraPos_21 = tmpvar_23; return (objSpaceCameraPos_21 - v_20.xyz); } vec3 ObjSpaceLightDir ( in highp vec4 v_24 ) { highp vec3 objSpaceLightPos_25; highp vec3 tmpvar_26; tmpvar_26 = (_World2Object * _WorldSpaceLightPos0).xyz; objSpaceLightPos_25 = tmpvar_26; return objSpaceLightPos_25.xyz; } v2f_surf vert_surf ( in appdata v_27 ) { highp vec3 viewDirForLight_28; highp vec3 lightDir_29; highp mat3 rotation_30; highp vec3 binormal_31; highp vec3 worldN_32; v2f_surf o_33; highp vec4 tmpvar_34; tmpvar_34 = (glstate_matrix_mvp * v_27.vertex); o_33.pos = tmpvar_34; mat3 tmpvar_35; tmpvar_35 = xll_constructMat3 (_Object2World); highp vec3 tmpvar_36; tmpvar_36 = (tmpvar_35 * v_27.normal); worldN_32 = tmpvar_36; highp vec3 tmpvar_37; tmpvar_37 = worldN_32; o_33.worldN = tmpvar_37; highp vec3 tmpvar_38; tmpvar_38 = cross (v_27.normal, v_27.tangent.xyz); highp vec3 tmpvar_39; tmpvar_39 = (tmpvar_38 * v_27.tangent.w); binormal_31 = tmpvar_39; mat3 tmpvar_40; vec3 tmpvar_41; tmpvar_41 = v_27.tangent.xyz; tmpvar_40[0] = tmpvar_41; vec3 tmpvar_42; tmpvar_42 = binormal_31; tmpvar_40[1] = tmpvar_42; vec3 tmpvar_43; tmpvar_43 = v_27.normal; tmpvar_40[2] = tmpvar_43; mat3 tmpvar_44; tmpvar_44 = xll_transpose (tmpvar_40); mat3 tmpvar_45; tmpvar_45 = tmpvar_44; rotation_30 = tmpvar_45; highp vec3 tmpvar_46; tmpvar_46 = ObjSpaceLightDir (v_27.vertex); highp vec3 tmpvar_47; tmpvar_47 = (rotation_30 * tmpvar_46); lightDir_29 = tmpvar_47; highp vec3 tmpvar_48; tmpvar_48 = lightDir_29; o_33.lightDir = tmpvar_48; highp vec3 tmpvar_49; tmpvar_49 = ObjSpaceViewDir (v_27.vertex); highp vec3 tmpvar_50; tmpvar_50 = (rotation_30 * tmpvar_49); viewDirForLight_28 = tmpvar_50; highp vec3 tmpvar_51; tmpvar_51 = normalize (viewDirForLight_28); highp vec3 tmpvar_52; tmpvar_52 = normalize ((lightDir_29 + tmpvar_51)); highp vec3 tmpvar_53; tmpvar_53 = tmpvar_52; o_33.viewDir = tmpvar_53; return o_33; } void main () { v2f_surf rv_54; appdata v_55; vec4 tmpvar_56; tmpvar_56 = attrVertex; v_55.vertex = tmpvar_56; vec4 tmpvar_57; tmpvar_57 = attrTangent; v_55.tangent = tmpvar_57; vec3 tmpvar_58; tmpvar_58 = attrNormal; v_55.normal = tmpvar_58; v2f_surf tmpvar_59; tmpvar_59 = vert_surf (v_55); v2f_surf tmpvar_60; tmpvar_60 = tmpvar_59; rv_54 = tmpvar_60; highp vec4 tmpvar_61; tmpvar_61 = rv_54.pos; gl_Position = tmpvar_61; lowp vec3 tmpvar_62; tmpvar_62 = rv_54.worldN; varWorldN = tmpvar_62; lowp vec3 tmpvar_63; tmpvar_63 = rv_54.lightDir; varLightDir = tmpvar_63; lowp vec3 tmpvar_64; tmpvar_64 = rv_54.viewDir; varViewDir = tmpvar_64; }