#version 300 es uniform vec4 unity_AmbientGround; uniform vec4 unity_AmbientSky; uniform vec4 unity_MatrixVP[4]; uniform vec4 unity_MatrixV[4]; uniform vec4 glstate_lightmodel_ambient; uniform vec4 glstate_matrix_projection[4]; uniform vec4 unity_LODFade; uniform vec4 unity_Scale; uniform vec4 _World2Object[4]; uniform vec4 _Object2World[4]; uniform vec4 glstate_matrix_invtrans_modelview0[4]; uniform vec4 glstate_matrix_modelview0[4]; uniform vec4 glstate_matrix_mvp[4]; uniform vec4 unity_SHC; uniform vec4 unity_SHBb; uniform vec4 unity_SHBg; uniform vec4 unity_SHBr; uniform vec4 unity_SHAb; uniform vec4 unity_SHAg; uniform vec4 unity_SHAr; uniform vec4 unity_SpotDirection[8]; uniform vec4 unity_LightAtten[8]; uniform vec4 unity_LightPosition[8]; uniform vec4 unity_LightColor[8]; uniform vec4 unity_4LightAtten0; uniform vec4 unity_4LightPosZ0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosX0; uniform vec4 _LightPositionRange; uniform vec4 _WorldSpaceLightPos0; uniform vec4 _MainTex_ST; uniform vec4 unity_ColorSpaceGrey; in vec4 dcl_Input0_POSITION0; in vec4 dcl_Input1_NORMAL0; in vec4 dcl_Input2_TEXCOORD0; out vec4 VtxGeoOutput1_TEXCOORD0; out vec4 VtxGeoOutput2_COLOR0; vec4 Temp_0; vec4 Temp_1; vec4 Temp_2; vec4 Temp_3; int tmpvar_1; void main () { Temp_0 = (dcl_Input0_POSITION0.yyyy * glstate_matrix_mvp[1]); Temp_0 = ((glstate_matrix_mvp[0] * dcl_Input0_POSITION0.xxxx) + Temp_0); Temp_0 = ((glstate_matrix_mvp[2] * dcl_Input0_POSITION0.zzzz) + Temp_0); vec4 tmpvar_2; tmpvar_2 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0); VtxGeoOutput1_TEXCOORD0.xy = ((dcl_Input2_TEXCOORD0.xyxx * _MainTex_ST.xyxx) + _MainTex_ST.zwzz).xy; Temp_0.xyz = (dcl_Input0_POSITION0.yyyy * glstate_matrix_modelview0[1].xyzx).xyz; Temp_0.xyz = ((glstate_matrix_modelview0[0].xyzx * dcl_Input0_POSITION0.xxxx) + Temp_0.xyzx).xyz; Temp_0.xyz = ((glstate_matrix_modelview0[2].xyzx * dcl_Input0_POSITION0.zzzz) + Temp_0.xyzx).xyz; Temp_0.xyz = ((glstate_matrix_modelview0[3].xyzx * dcl_Input0_POSITION0.wwww) + Temp_0.xyzx).xyz; Temp_1.xyz = (dcl_Input1_NORMAL0.yyyy * glstate_matrix_invtrans_modelview0[1].xyzx).xyz; Temp_1.xyz = ((glstate_matrix_invtrans_modelview0[0].xyzx * dcl_Input1_NORMAL0.xxxx) + Temp_1.xyzx).xyz; Temp_1.xyz = ((glstate_matrix_invtrans_modelview0[2].xyzx * dcl_Input1_NORMAL0.zzzz) + Temp_1.xyzx).xyz; Temp_0.w = dot (Temp_1.xyz, Temp_1.xyz); Temp_0.w = inversesqrt(Temp_0.w); Temp_1.xyz = (Temp_0.wwww * Temp_1.xyzx).xyz; Temp_2.xyz = glstate_lightmodel_ambient.xyz; tmpvar_1 = 0; Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz; Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz); Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0); Temp_2.w = (1.0/(Temp_2.w)); Temp_1.w = inversesqrt(Temp_1.w); Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz; Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz); Temp_1.w = max (Temp_1.w, 0.0); Temp_1.w = (Temp_1.w * Temp_2.w); Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + glstate_lightmodel_ambient.xyzx).xyz; tmpvar_1++; Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz; Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz); Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0); Temp_2.w = (1.0/(Temp_2.w)); Temp_1.w = inversesqrt(Temp_1.w); Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz; Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz); Temp_1.w = max (Temp_1.w, 0.0); Temp_1.w = (Temp_1.w * Temp_2.w); Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz; tmpvar_1++; Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz; Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz); Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0); Temp_2.w = (1.0/(Temp_2.w)); Temp_1.w = inversesqrt(Temp_1.w); Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz; Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz); Temp_1.w = max (Temp_1.w, 0.0); Temp_1.w = (Temp_1.w * Temp_2.w); Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz; tmpvar_1++; Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz; Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz); Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0); Temp_2.w = (1.0/(Temp_2.w)); Temp_1.w = inversesqrt(Temp_1.w); Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz; Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz); Temp_1.w = max (Temp_1.w, 0.0); Temp_1.w = (Temp_1.w * Temp_2.w); Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz; tmpvar_1++; VtxGeoOutput2_COLOR0.xyz = (Temp_2.xyzx + Temp_2.xyzx).xyz; VtxGeoOutput2_COLOR0.w = 1.0; gl_Position = tmpvar_2; } // stats: 87 alu 0 tex 0 flow // inputs: 3 // #0: dcl_Input0_POSITION0 (high float) 4x1 [-1] // #1: dcl_Input1_NORMAL0 (high float) 4x1 [-1] // #2: dcl_Input2_TEXCOORD0 (high float) 4x1 [-1] // uniforms: 32 (total size: 0) // #0: unity_AmbientGround (high float) 4x1 [-1] // #1: unity_AmbientSky (high float) 4x1 [-1] // #2: unity_MatrixVP (high float) 4x1 [4] // #3: unity_MatrixV (high float) 4x1 [4] // #4: glstate_lightmodel_ambient (high float) 4x1 [-1] // #5: glstate_matrix_projection (high float) 4x1 [4] // #6: unity_LODFade (high float) 4x1 [-1] // #7: unity_Scale (high float) 4x1 [-1] // #8: _World2Object (high float) 4x1 [4] // #9: _Object2World (high float) 4x1 [4] // #10: glstate_matrix_invtrans_modelview0 (high float) 4x1 [4] // #11: glstate_matrix_modelview0 (high float) 4x1 [4] // #12: glstate_matrix_mvp (high float) 4x1 [4] // #13: unity_SHC (high float) 4x1 [-1] // #14: unity_SHBb (high float) 4x1 [-1] // #15: unity_SHBg (high float) 4x1 [-1] // #16: unity_SHBr (high float) 4x1 [-1] // #17: unity_SHAb (high float) 4x1 [-1] // #18: unity_SHAg (high float) 4x1 [-1] // #19: unity_SHAr (high float) 4x1 [-1] // #20: unity_SpotDirection (high float) 4x1 [8] // #21: unity_LightAtten (high float) 4x1 [8] // #22: unity_LightPosition (high float) 4x1 [8] // #23: unity_LightColor (high float) 4x1 [8] // #24: unity_4LightAtten0 (high float) 4x1 [-1] // #25: unity_4LightPosZ0 (high float) 4x1 [-1] // #26: unity_4LightPosY0 (high float) 4x1 [-1] // #27: unity_4LightPosX0 (high float) 4x1 [-1] // #28: _LightPositionRange (high float) 4x1 [-1] // #29: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #30: _MainTex_ST (high float) 4x1 [-1] // #31: unity_ColorSpaceGrey (high float) 4x1 [-1]