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; }; varying lowp vec3 varViewDir; varying lowp vec3 varLightDir; varying lowp vec3 varWorldN; uniform highp vec4 unity_Scale; uniform lowp vec4 _WorldSpaceLightPos0; uniform highp vec3 _WorldSpaceCameraPos; uniform highp mat4 _World2Object; uniform highp mat4 _Object2World; attribute vec4 attrTangent; attribute vec3 attrNormal; attribute vec4 attrVertex; uniform mat4 glstate_matrix_mvp; attribute lowp vec4 _glesColor; attribute highp vec4 _glesMultiTexCoord1; attribute highp vec4 _glesMultiTexCoord0; attribute mediump vec3 _glesNormal; attribute highp vec4 _glesVertex; mat3 xll_transpose ( in mat3 m ) { mat3 tmpvar_1; float tmpvar_2; tmpvar_2 = m[0][0]; tmpvar_1[0].x = tmpvar_2; float tmpvar_3; tmpvar_3 = m[1][0]; tmpvar_1[0].y = tmpvar_3; float tmpvar_4; tmpvar_4 = m[2][0]; tmpvar_1[0].z = tmpvar_4; float tmpvar_5; tmpvar_5 = m[0][1]; tmpvar_1[1].x = tmpvar_5; float tmpvar_6; tmpvar_6 = m[1][1]; tmpvar_1[1].y = tmpvar_6; float tmpvar_7; tmpvar_7 = m[2][1]; tmpvar_1[1].z = tmpvar_7; float tmpvar_8; tmpvar_8 = m[0][2]; tmpvar_1[2].x = tmpvar_8; float tmpvar_9; tmpvar_9 = m[1][2]; tmpvar_1[2].y = tmpvar_9; float tmpvar_10; tmpvar_10 = m[2][2]; tmpvar_1[2].z = tmpvar_10; return tmpvar_1; } 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 ObjSpaceViewDir ( in highp vec4 v ) { highp vec3 objSpaceCameraPos; highp vec4 tmpvar_1; tmpvar_1.w = 1.0; tmpvar_1.xyz = _WorldSpaceCameraPos.xyz.xyz; highp vec3 tmpvar_2; tmpvar_2 = ((_World2Object * tmpvar_1).xyz * unity_Scale.w); objSpaceCameraPos = tmpvar_2; return (objSpaceCameraPos - v.xyz); } vec3 ObjSpaceLightDir ( in highp vec4 v ) { highp vec3 objSpaceLightPos; highp vec3 tmpvar_1; tmpvar_1 = (_World2Object * _WorldSpaceLightPos0).xyz; objSpaceLightPos = tmpvar_1; return objSpaceLightPos.xyz; } v2f_surf vert_surf ( in appdata v ) { highp vec3 viewDirForLight; highp vec3 lightDir; highp mat3 rotation; highp vec3 binormal; highp vec3 worldN; v2f_surf o; highp vec4 tmpvar_1; tmpvar_1 = (glstate_matrix_mvp * v.vertex); o.pos = tmpvar_1; mat3 tmpvar_2; tmpvar_2 = (xll_constructMat3 (_Object2World)); highp vec3 tmpvar_3; tmpvar_3 = (tmpvar_2 * v.normal); worldN = tmpvar_3; highp vec3 tmpvar_4; tmpvar_4 = worldN; o.worldN = tmpvar_4; highp vec3 tmpvar_5; tmpvar_5 = cross (v.normal, v.tangent.xyz); highp vec3 tmpvar_6; tmpvar_6 = (tmpvar_5 * v.tangent.w); binormal = tmpvar_6; mat3 tmpvar_7; vec3 tmpvar_8; tmpvar_8 = v.tangent.xyz; tmpvar_7[0] = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = binormal; tmpvar_7[1] = tmpvar_9; vec3 tmpvar_10; tmpvar_10 = v.normal; tmpvar_7[2] = tmpvar_10; mat3 tmpvar_11; tmpvar_11 = (xll_transpose (tmpvar_7)); mat3 tmpvar_12; tmpvar_12 = (tmpvar_11); rotation = (tmpvar_12); highp vec3 tmpvar_13; tmpvar_13 = ObjSpaceLightDir (v.vertex); highp vec3 tmpvar_14; tmpvar_14 = (rotation * tmpvar_13); lightDir = tmpvar_14; highp vec3 tmpvar_15; tmpvar_15 = lightDir; o.lightDir = tmpvar_15; highp vec3 tmpvar_16; tmpvar_16 = ObjSpaceViewDir (v.vertex); highp vec3 tmpvar_17; tmpvar_17 = (rotation * tmpvar_16); viewDirForLight = tmpvar_17; highp vec3 tmpvar_18; tmpvar_18 = normalize (viewDirForLight); highp vec3 tmpvar_19; tmpvar_19 = normalize ((lightDir + tmpvar_18)); highp vec3 tmpvar_20; tmpvar_20 = tmpvar_19; o.viewDir = tmpvar_20; return o; } void main () { v2f_surf rv; appdata v; vec4 tmpvar_1; tmpvar_1 = attrVertex; v.vertex = tmpvar_1; vec4 tmpvar_2; tmpvar_2 = attrTangent; v.tangent = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = attrNormal; v.normal = tmpvar_3; v2f_surf tmpvar_4; tmpvar_4 = vert_surf (v); v2f_surf tmpvar_5; tmpvar_5 = tmpvar_4; rv = tmpvar_5; highp vec4 tmpvar_6; tmpvar_6 = rv.pos; gl_Position = tmpvar_6; lowp vec3 tmpvar_7; tmpvar_7 = rv.worldN; varWorldN = tmpvar_7; lowp vec3 tmpvar_8; tmpvar_8 = rv.lightDir; varLightDir = tmpvar_8; lowp vec3 tmpvar_9; tmpvar_9 = rv.viewDir; varViewDir = tmpvar_9; }