struct v2f { vec4 pos; vec4 color; }; struct appdata { vec4 vertex; vec3 normal; }; varying vec4 xlv_TEXCOORD0; uniform vec4 unity_LightPosition[4]; uniform vec4 unity_LightColor[4]; uniform vec4 unity_LightAtten[4]; uniform mat4 UNITY_MATRIX_MVP; uniform mat4 UNITY_MATRIX_MV; uniform mat4 UNITY_MATRIX_IT_MV; mat3 xll_constructMat3 ( in mat4 m ) { vec3 tmpvar_1; tmpvar_1 = m[0].xyz; vec3 tmpvar_2; tmpvar_2 = m[1].xyz; vec3 tmpvar_3; tmpvar_3 = m[2].xyz; mat3 tmpvar_4; vec3 tmpvar_5; tmpvar_5 = tmpvar_1; tmpvar_4[0] = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = tmpvar_2; tmpvar_4[1] = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = tmpvar_3; tmpvar_4[2] = tmpvar_7; return tmpvar_4; } vec3 ShadeMyVertexLights ( in vec4 vertex, in vec3 normal ) { float diff; float atten; float lengthSq; vec3 toLight; int i; vec3 lightColor; vec3 viewN; vec3 viewpos; vec3 tmpvar_1; tmpvar_1 = vec3(0.0, 0.0, 0.0); lightColor = tmpvar_1; int tmpvar_2; tmpvar_2 = 0; i = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = (UNITY_MATRIX_MV * vertex).xyz; viewpos = tmpvar_3; mat3 tmpvar_4; tmpvar_4 = (xll_constructMat3 (UNITY_MATRIX_IT_MV)); vec3 tmpvar_5; tmpvar_5 = (tmpvar_4 * normal); viewN = tmpvar_5; while (true) { if (!((i < 2))) { break; }; vec3 tmpvar_6; tmpvar_6 = (unity_LightPosition[i].xyz - viewpos.xyz); toLight = tmpvar_6; float tmpvar_7; tmpvar_7 = dot (toLight, toLight); float tmpvar_8; tmpvar_8 = tmpvar_7; lengthSq = tmpvar_8; float tmpvar_9; tmpvar_9 = (1.0 / (1.0 + (lengthSq * unity_LightAtten[i].z))); atten = tmpvar_9; vec3 tmpvar_10; tmpvar_10 = normalize (toLight); float tmpvar_11; tmpvar_11 = dot (viewN, tmpvar_10); float tmpvar_12; tmpvar_12 = max (0.0, tmpvar_11); float tmpvar_13; tmpvar_13 = tmpvar_12; diff = tmpvar_13; vec3 tmpvar_14; tmpvar_14 = (lightColor + (unity_LightColor[i].xyz * (diff * atten))); lightColor = tmpvar_14; int _post_incdec_tmp; _post_incdec_tmp = i; int tmpvar_15; tmpvar_15 = (i + 1); i = tmpvar_15; }; return (lightColor * 2.0); } v2f xlat_main ( in appdata v ) { v2f o; vec4 tmpvar_1; tmpvar_1 = (UNITY_MATRIX_MVP * v.vertex); o.pos = tmpvar_1; vec3 tmpvar_2; tmpvar_2 = ShadeMyVertexLights (v.vertex, v.normal); vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = tmpvar_2.xyz; vec4 tmpvar_4; tmpvar_4 = tmpvar_3; o.color = tmpvar_4; return o; } void main () { appdata xlt_v; v2f xl_retval; vec4 tmpvar_1; tmpvar_1 = gl_Vertex.xyzw; vec4 tmpvar_2; tmpvar_2 = tmpvar_1; xlt_v.vertex = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = gl_Normal.xyz; vec3 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_v.normal = tmpvar_4; v2f tmpvar_5; tmpvar_5 = xlat_main (xlt_v); v2f tmpvar_6; tmpvar_6 = tmpvar_5; xl_retval = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = xl_retval.pos.xyzw; vec4 tmpvar_8; tmpvar_8 = tmpvar_7; gl_Position = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = xl_retval.color.xyzw; vec4 tmpvar_10; tmpvar_10 = tmpvar_9; xlv_TEXCOORD0 = tmpvar_10; }