struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_pack1; vec2 hip_pack2; vec3 normal; 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 vec3 unity_LightColor3; uniform vec3 unity_LightColor2; uniform vec3 unity_LightColor1; uniform vec3 unity_LightColor0; uniform vec4 unity_4LightPosZ0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosX0; uniform vec4 unity_4LightAtten0; uniform vec4 _Splat3_ST; uniform vec4 _Splat2_ST; uniform vec4 _Splat1_ST; uniform vec4 _Splat0_ST; uniform vec4 _ProjectionParams; uniform mat4 _Object2World; uniform vec4 _Control_ST; 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 ShadeSH9 ( in vec4 normal ) { vec3 x3; float vC; vec3 x2; vec4 vB; vec3 x1; float tmpvar_1; tmpvar_1 = dot (unity_SHAr, normal); float tmpvar_2; tmpvar_2 = tmpvar_1; x1.x = tmpvar_2; float tmpvar_3; tmpvar_3 = dot (unity_SHAg, normal); float tmpvar_4; tmpvar_4 = tmpvar_3; x1.y = vec2(tmpvar_4).y; float tmpvar_5; tmpvar_5 = dot (unity_SHAb, normal); float tmpvar_6; tmpvar_6 = tmpvar_5; x1.z = vec3(tmpvar_6).z; vec4 tmpvar_7; tmpvar_7 = (normal.xyzz * normal.yzzx); vB = tmpvar_7; float tmpvar_8; tmpvar_8 = dot (unity_SHBr, vB); float tmpvar_9; tmpvar_9 = tmpvar_8; x2.x = tmpvar_9; float tmpvar_10; tmpvar_10 = dot (unity_SHBg, vB); float tmpvar_11; tmpvar_11 = tmpvar_10; x2.y = vec2(tmpvar_11).y; float tmpvar_12; tmpvar_12 = dot (unity_SHBb, vB); float tmpvar_13; tmpvar_13 = tmpvar_12; x2.z = vec3(tmpvar_13).z; float tmpvar_14; tmpvar_14 = ((normal.x * normal.x) - (normal.y * normal.y)); vC = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = (unity_SHC.xyz * vC); x3 = tmpvar_15; return ((x1 + x2) + x3); } vec3 Shade4PointLights ( in vec4 lightPosX, in vec4 lightPosY, in vec4 lightPosZ, in vec3 lightColor0, in vec3 lightColor1, in vec3 lightColor2, in vec3 lightColor3, in vec4 lightAttenSq, in vec3 pos, in vec3 normal ) { vec3 col; vec4 diff; vec4 atten; vec4 corr; vec4 ndotl; vec4 lengthSq; vec4 toLightZ; vec4 toLightY; vec4 toLightX; vec4 tmpvar_1; tmpvar_1 = (lightPosX - pos.x); toLightX = tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (lightPosY - pos.y); toLightY = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (lightPosZ - pos.z); toLightZ = tmpvar_3; vec4 tmpvar_4; tmpvar_4 = vec4(0.0, 0.0, 0.0, 0.0); lengthSq = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = (lengthSq + (toLightX * toLightX)); lengthSq = tmpvar_5; vec4 tmpvar_6; tmpvar_6 = (lengthSq + (toLightY * toLightY)); lengthSq = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = (lengthSq + (toLightZ * toLightZ)); lengthSq = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0); ndotl = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = (ndotl + (toLightX * normal.x)); ndotl = tmpvar_9; vec4 tmpvar_10; tmpvar_10 = (ndotl + (toLightY * normal.y)); ndotl = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = (ndotl + (toLightZ * normal.z)); ndotl = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = inversesqrt (lengthSq); vec4 tmpvar_13; tmpvar_13 = tmpvar_12; corr = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl * corr)); vec4 tmpvar_15; tmpvar_15 = tmpvar_14; ndotl = tmpvar_15; vec4 tmpvar_16; tmpvar_16 = (1.0 / (1.0 + (lengthSq * lightAttenSq))); atten = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = (ndotl * atten); diff = tmpvar_17; vec3 tmpvar_18; tmpvar_18 = vec3(0.0, 0.0, 0.0); col = tmpvar_18; vec3 tmpvar_19; tmpvar_19 = (col + (lightColor0 * diff.x)); col = tmpvar_19; vec3 tmpvar_20; tmpvar_20 = (col + (lightColor1 * diff.y)); col = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = (col + (lightColor2 * diff.z)); col = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = (col + (lightColor3 * diff.w)); col = tmpvar_22; return col; } void PositionFog ( in vec4 v, out vec4 pos, out float fog ) { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * v); pos = tmpvar_1; float tmpvar_2; tmpvar_2 = pos.z; fog = tmpvar_2; } vec4 ComputeScreenPos ( in vec4 pos ) { vec4 o; vec4 tmpvar_1; tmpvar_1 = (pos * 0.5); o = tmpvar_1; vec2 tmpvar_2; tmpvar_2.x = o.x; tmpvar_2.y = (o.y * _ProjectionParams.x); vec2 tmpvar_3; tmpvar_3 = (tmpvar_2 + o.w); o.xy = tmpvar_3.xy.xy; vec2 tmpvar_4; tmpvar_4 = pos.zw; o.zw = tmpvar_4.xxxy.zw; return o; } v2f_surf vert_surf ( in appdata_full v ) { vec3 worldPos; vec3 shlight; vec3 worldN; v2f_surf o; PositionFog (v.vertex, o.pos, o.fog); vec2 tmpvar_1; tmpvar_1 = ((v.texcoord.xy * _Control_ST.xy) + _Control_ST.zw); o.hip_pack0.xy = tmpvar_1.xy.xy; vec2 tmpvar_2; tmpvar_2 = ((v.texcoord.xy * _Splat0_ST.xy) + _Splat0_ST.zw); o.hip_pack0.zw = tmpvar_2.xxxy.zw; vec2 tmpvar_3; tmpvar_3 = ((v.texcoord.xy * _Splat1_ST.xy) + _Splat1_ST.zw); o.hip_pack1.xy = tmpvar_3.xy.xy; vec2 tmpvar_4; tmpvar_4 = ((v.texcoord.xy * _Splat2_ST.xy) + _Splat2_ST.zw); o.hip_pack1.zw = tmpvar_4.xxxy.zw; vec2 tmpvar_5; tmpvar_5 = ((v.texcoord.xy * _Splat3_ST.xy) + _Splat3_ST.zw); o.hip_pack2 = tmpvar_5.xy.xy; mat3 tmpvar_6; tmpvar_6 = (xll_constructMat3 (_Object2World)); vec3 tmpvar_7; tmpvar_7 = (tmpvar_6 * (v.normal * unity_Scale.w)); worldN = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = worldN; o.normal = tmpvar_8; vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = worldN.xyz; vec3 tmpvar_10; tmpvar_10 = ShadeSH9 (tmpvar_9); vec3 tmpvar_11; tmpvar_11 = tmpvar_10; shlight = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = shlight; o.vlight = tmpvar_12; vec3 tmpvar_13; tmpvar_13 = (_Object2World * v.vertex).xyz; worldPos = tmpvar_13; vec3 tmpvar_14; tmpvar_14 = Shade4PointLights (unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor0, unity_LightColor1, unity_LightColor2, unity_LightColor3, unity_4LightAtten0, worldPos, worldN); vec3 tmpvar_15; tmpvar_15 = (o.vlight + tmpvar_14); o.vlight = tmpvar_15; vec4 tmpvar_16; tmpvar_16 = ComputeScreenPos (o.pos); vec4 tmpvar_17; tmpvar_17 = tmpvar_16; o._ShadowCoord = tmpvar_17; return o; } void main () { appdata_full xlt_v; v2f_surf xl_retval; vec4 tmpvar_1; tmpvar_1 = gl_Vertex.xyzw; vec4 tmpvar_2; tmpvar_2 = tmpvar_1; xlt_v.vertex = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = TANGENT.xyzw; vec4 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_v.tangent = tmpvar_4; vec3 tmpvar_5; tmpvar_5 = gl_Normal.xyz; vec3 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_v.normal = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = gl_MultiTexCoord0.xyzw; vec4 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_v.texcoord = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = gl_MultiTexCoord1.xyzw; vec4 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_v.texcoord1 = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = gl_Color.xyzw; vec4 tmpvar_12; tmpvar_12 = tmpvar_11; xlt_v.color = tmpvar_12; v2f_surf tmpvar_13; tmpvar_13 = vert_surf (xlt_v); v2f_surf tmpvar_14; tmpvar_14 = tmpvar_13; xl_retval = tmpvar_14; vec4 tmpvar_15; tmpvar_15 = xl_retval.pos.xyzw; vec4 tmpvar_16; tmpvar_16 = tmpvar_15; gl_Position = tmpvar_16; vec4 tmpvar_17; tmpvar_17.yzw = vec3(0.0, 0.0, 0.0); tmpvar_17.x = xl_retval.fog; vec4 tmpvar_18; tmpvar_18 = tmpvar_17; xlv_FOG = tmpvar_18; vec4 tmpvar_19; tmpvar_19 = xl_retval.hip_pack0.xyzw; vec4 tmpvar_20; tmpvar_20 = tmpvar_19; gl_TexCoord[0] = tmpvar_20; vec4 tmpvar_21; tmpvar_21 = xl_retval.hip_pack1.xyzw; vec4 tmpvar_22; tmpvar_22 = tmpvar_21; gl_TexCoord[1] = tmpvar_22; vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.xy = xl_retval.hip_pack2.xy; vec4 tmpvar_24; tmpvar_24 = tmpvar_23; gl_TexCoord[2] = tmpvar_24; vec4 tmpvar_25; tmpvar_25.w = 0.0; tmpvar_25.xyz = xl_retval.normal.xyz; vec4 tmpvar_26; tmpvar_26 = tmpvar_25; gl_TexCoord[3] = tmpvar_26; vec4 tmpvar_27; tmpvar_27.w = 0.0; tmpvar_27.xyz = xl_retval.vlight.xyz; vec4 tmpvar_28; tmpvar_28 = tmpvar_27; gl_TexCoord[4] = tmpvar_28; vec4 tmpvar_29; tmpvar_29 = xl_retval._ShadowCoord.xyzw; vec4 tmpvar_30; tmpvar_30 = tmpvar_29; gl_TexCoord[5] = tmpvar_30; }