struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 lightDir; vec3 vlight; vec4 _ShadowCoord; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; varying vec4 xlv_FOG; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec4 unity_SHC; uniform vec4 unity_SHBr; uniform vec4 unity_SHBg; uniform vec4 unity_SHBb; uniform vec4 unity_SHAr; uniform vec4 unity_SHAg; uniform vec4 unity_SHAb; uniform vec4 _WorldSpaceLightPos0; uniform mat4 _World2Object; uniform vec4 _ProjectionParams; uniform mat4 _Object2World; uniform vec4 _Decal_ST; uniform vec4 _DecalBump_ST; mat3 xll_constructMat3 ( 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; } vec3 ShadeSH9 ( in vec4 normal_9 ) { vec3 x3_10; float vC_11; vec3 x2_12; vec4 vB_13; vec3 x1_14; float tmpvar_15; tmpvar_15 = dot (unity_SHAr, normal_9); float tmpvar_16; tmpvar_16 = tmpvar_15; x1_14.x = tmpvar_16; float tmpvar_17; tmpvar_17 = dot (unity_SHAg, normal_9); float tmpvar_18; tmpvar_18 = tmpvar_17; x1_14.y = vec2(tmpvar_18).y; float tmpvar_19; tmpvar_19 = dot (unity_SHAb, normal_9); float tmpvar_20; tmpvar_20 = tmpvar_19; x1_14.z = vec3(tmpvar_20).z; vec4 tmpvar_21; tmpvar_21 = (normal_9.xyzz * normal_9.yzzx); vB_13 = tmpvar_21; float tmpvar_22; tmpvar_22 = dot (unity_SHBr, vB_13); float tmpvar_23; tmpvar_23 = tmpvar_22; x2_12.x = tmpvar_23; float tmpvar_24; tmpvar_24 = dot (unity_SHBg, vB_13); float tmpvar_25; tmpvar_25 = tmpvar_24; x2_12.y = vec2(tmpvar_25).y; float tmpvar_26; tmpvar_26 = dot (unity_SHBb, vB_13); float tmpvar_27; tmpvar_27 = tmpvar_26; x2_12.z = vec3(tmpvar_27).z; float tmpvar_28; tmpvar_28 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y)); vC_11 = tmpvar_28; vec3 tmpvar_29; tmpvar_29 = (unity_SHC.xyz * vC_11); x3_10 = tmpvar_29; return ((x1_14 + x2_12) + x3_10); } void PositionFog ( in vec4 v_30, out vec4 pos_31, out float fog_32 ) { vec4 tmpvar_33; tmpvar_33 = (gl_ModelViewProjectionMatrix * v_30); pos_31 = tmpvar_33; float tmpvar_34; tmpvar_34 = pos_31.z; fog_32 = tmpvar_34; } vec3 ObjSpaceLightDir ( in vec4 v_35 ) { vec3 objSpaceLightPos_36; vec3 tmpvar_37; tmpvar_37 = (_World2Object * _WorldSpaceLightPos0).xyz; objSpaceLightPos_36 = tmpvar_37; return objSpaceLightPos_36.xyz; } vec4 ComputeScreenPos ( in vec4 pos_38 ) { vec4 o_39; vec4 tmpvar_40; tmpvar_40 = (pos_38 * 0.5); o_39 = tmpvar_40; vec2 tmpvar_41; tmpvar_41.x = o_39.x; tmpvar_41.y = (o_39.y * _ProjectionParams.x); vec2 tmpvar_42; tmpvar_42 = (tmpvar_41 + o_39.w); o_39.xy = tmpvar_42.xy.xy; vec2 tmpvar_43; tmpvar_43 = pos_38.zw; o_39.zw = tmpvar_43.xxxy.zw; return o_39; } v2f_surf vert_surf ( in appdata_full v_44 ) { vec3 shlight_45; mat3 rotation_46; vec3 binormal_47; vec3 worldN_48; v2f_surf o_49; PositionFog (v_44.vertex, o_49.pos, o_49.fog); vec2 tmpvar_50; tmpvar_50 = ((v_44.texcoord.xy * _Decal_ST.xy) + _Decal_ST.zw); o_49.hip_pack0.xy = tmpvar_50.xy.xy; vec2 tmpvar_51; tmpvar_51 = ((v_44.texcoord.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw); o_49.hip_pack0.zw = tmpvar_51.xxxy.zw; mat3 tmpvar_52; tmpvar_52 = xll_constructMat3 (_Object2World); vec3 tmpvar_53; tmpvar_53 = (tmpvar_52 * (v_44.normal * unity_Scale.w)); worldN_48 = tmpvar_53; vec3 tmpvar_54; tmpvar_54 = cross (v_44.normal, v_44.tangent.xyz); vec3 tmpvar_55; tmpvar_55 = (tmpvar_54 * v_44.tangent.w); binormal_47 = tmpvar_55; mat3 tmpvar_56; float tmpvar_57; tmpvar_57 = v_44.tangent.x; tmpvar_56[0].x = tmpvar_57; float tmpvar_58; tmpvar_58 = binormal_47.x; tmpvar_56[0].y = tmpvar_58; float tmpvar_59; tmpvar_59 = v_44.normal.x; tmpvar_56[0].z = tmpvar_59; float tmpvar_60; tmpvar_60 = v_44.tangent.y; tmpvar_56[1].x = tmpvar_60; float tmpvar_61; tmpvar_61 = binormal_47.y; tmpvar_56[1].y = tmpvar_61; float tmpvar_62; tmpvar_62 = v_44.normal.y; tmpvar_56[1].z = tmpvar_62; float tmpvar_63; tmpvar_63 = v_44.tangent.z; tmpvar_56[2].x = tmpvar_63; float tmpvar_64; tmpvar_64 = binormal_47.z; tmpvar_56[2].y = tmpvar_64; float tmpvar_65; tmpvar_65 = v_44.normal.z; tmpvar_56[2].z = tmpvar_65; mat3 tmpvar_66; tmpvar_66 = (tmpvar_56); rotation_46 = (tmpvar_66); vec3 tmpvar_67; tmpvar_67 = ObjSpaceLightDir (v_44.vertex); vec3 tmpvar_68; tmpvar_68 = (rotation_46 * tmpvar_67); o_49.lightDir = tmpvar_68; vec4 tmpvar_69; tmpvar_69.w = 1.0; tmpvar_69.xyz = worldN_48.xyz; vec3 tmpvar_70; tmpvar_70 = ShadeSH9 (tmpvar_69); vec3 tmpvar_71; tmpvar_71 = tmpvar_70; shlight_45 = tmpvar_71; vec3 tmpvar_72; tmpvar_72 = shlight_45; o_49.vlight = tmpvar_72; vec4 tmpvar_73; tmpvar_73 = ComputeScreenPos (o_49.pos); vec4 tmpvar_74; tmpvar_74 = tmpvar_73; o_49._ShadowCoord = tmpvar_74; return o_49; } void main () { appdata_full xlt_v_75; v2f_surf xl_retval_76; vec4 tmpvar_77; tmpvar_77 = gl_Vertex.xyzw; vec4 tmpvar_78; tmpvar_78 = tmpvar_77; xlt_v_75.vertex = tmpvar_78; vec4 tmpvar_79; tmpvar_79 = TANGENT.xyzw; vec4 tmpvar_80; tmpvar_80 = tmpvar_79; xlt_v_75.tangent = tmpvar_80; vec3 tmpvar_81; tmpvar_81 = gl_Normal.xyz; vec3 tmpvar_82; tmpvar_82 = tmpvar_81; xlt_v_75.normal = tmpvar_82; vec4 tmpvar_83; tmpvar_83 = gl_MultiTexCoord0.xyzw; vec4 tmpvar_84; tmpvar_84 = tmpvar_83; xlt_v_75.texcoord = tmpvar_84; vec4 tmpvar_85; tmpvar_85 = gl_MultiTexCoord1.xyzw; vec4 tmpvar_86; tmpvar_86 = tmpvar_85; xlt_v_75.texcoord1 = tmpvar_86; vec4 tmpvar_87; tmpvar_87 = gl_Color.xyzw; vec4 tmpvar_88; tmpvar_88 = tmpvar_87; xlt_v_75.color = tmpvar_88; v2f_surf tmpvar_89; tmpvar_89 = vert_surf (xlt_v_75); v2f_surf tmpvar_90; tmpvar_90 = tmpvar_89; xl_retval_76 = tmpvar_90; vec4 tmpvar_91; tmpvar_91 = xl_retval_76.pos.xyzw; vec4 tmpvar_92; tmpvar_92 = tmpvar_91; gl_Position = tmpvar_92; vec4 tmpvar_93; tmpvar_93.yzw = vec3(0.0, 0.0, 0.0); tmpvar_93.x = xl_retval_76.fog; vec4 tmpvar_94; tmpvar_94 = tmpvar_93; xlv_FOG = tmpvar_94; vec4 tmpvar_95; tmpvar_95 = xl_retval_76.hip_pack0.xyzw; vec4 tmpvar_96; tmpvar_96 = tmpvar_95; gl_TexCoord[0] = tmpvar_96; vec4 tmpvar_97; tmpvar_97.w = 0.0; tmpvar_97.xyz = xl_retval_76.lightDir.xyz; vec4 tmpvar_98; tmpvar_98 = tmpvar_97; gl_TexCoord[1] = tmpvar_98; vec4 tmpvar_99; tmpvar_99.w = 0.0; tmpvar_99.xyz = xl_retval_76.vlight.xyz; vec4 tmpvar_100; tmpvar_100 = tmpvar_99; gl_TexCoord[2] = tmpvar_100; vec4 tmpvar_101; tmpvar_101 = xl_retval_76._ShadowCoord.xyzw; vec4 tmpvar_102; tmpvar_102 = tmpvar_101; gl_TexCoord[3] = tmpvar_102; }