varying vec4 xlv_FOG; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; uniform vec4 _ProjectionParams; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform vec4 _BumpMap_ST; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = _WorldSpaceCameraPos; mat3 tmpvar_4; tmpvar_4[0] = _Object2World[0].xyz; tmpvar_4[1] = _Object2World[1].xyz; tmpvar_4[2] = _Object2World[2].xyz; vec3 tmpvar_5; tmpvar_5 = (tmpvar_4 * (gl_Vertex.xyz - ((_World2Object * tmpvar_3).xyz * unity_Scale.w))); vec3 tmpvar_6; tmpvar_6 = (cross (gl_Normal, TANGENT.xyz) * TANGENT.w); mat3 tmpvar_7; tmpvar_7[0].x = TANGENT.x; tmpvar_7[0].y = tmpvar_6.x; tmpvar_7[0].z = gl_Normal.x; tmpvar_7[1].x = TANGENT.y; tmpvar_7[1].y = tmpvar_6.y; tmpvar_7[1].z = gl_Normal.y; tmpvar_7[2].x = TANGENT.z; tmpvar_7[2].y = tmpvar_6.z; tmpvar_7[2].z = gl_Normal.z; vec4 tmpvar_8; tmpvar_8.xyz = (tmpvar_7 * _Object2World[0].xyz); tmpvar_8.w = tmpvar_5.x; vec4 tmpvar_9; tmpvar_9.xyz = (tmpvar_7 * _Object2World[1].xyz); tmpvar_9.w = tmpvar_5.y; vec4 tmpvar_10; tmpvar_10.xyz = (tmpvar_7 * _Object2World[2].xyz); tmpvar_10.w = tmpvar_5.z; vec4 o_i0; vec4 tmpvar_11; tmpvar_11 = (tmpvar_2 * 0.5); o_i0 = tmpvar_11; vec2 tmpvar_12; tmpvar_12.x = tmpvar_11.x; tmpvar_12.y = (tmpvar_11.y * _ProjectionParams.x); o_i0.xy = (tmpvar_12 + tmpvar_11.w); o_i0.zw = tmpvar_2.zw; gl_Position = tmpvar_2; vec4 tmpvar_13; tmpvar_13.yzw = vec3(0.0, 0.0, 0.0); tmpvar_13.x = tmpvar_2.z; xlv_FOG = tmpvar_13; gl_TexCoord[0] = tmpvar_1; gl_TexCoord[1] = o_i0; gl_TexCoord[2] = (tmpvar_8 * unity_Scale.w); gl_TexCoord[3] = (tmpvar_9 * unity_Scale.w); gl_TexCoord[4] = (tmpvar_10 * unity_Scale.w); }