varying vec4 xlv_FOG; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec4 _WorldSpaceLightPos0; uniform mat4 _World2Object; uniform mat4 _Object2World; uniform mat4 _LightMatrix0; uniform vec4 _BumpMap_ST; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec3 tmpvar_2; tmpvar_2 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_3; tmpvar_3[0].x = TANGENT.x; tmpvar_3[0].y = tmpvar_2.x; tmpvar_3[0].z = gl_Normal.x; tmpvar_3[1].x = TANGENT.y; tmpvar_3[1].y = tmpvar_2.y; tmpvar_3[1].z = gl_Normal.y; tmpvar_3[2].x = TANGENT.z; tmpvar_3[2].y = tmpvar_2.z; tmpvar_3[2].z = gl_Normal.z; gl_Position = tmpvar_1; vec4 tmpvar_4; tmpvar_4.yzw = vec3(0.0, 0.0, 0.0); tmpvar_4.x = tmpvar_1.z; xlv_FOG = tmpvar_4; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); gl_TexCoord[0] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = (tmpvar_3 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_6; gl_TexCoord[2] = (_LightMatrix0 * (_Object2World * gl_Vertex)); }