varying vec4 xlv_FOG; 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 mat4 _Object2World; uniform vec4 _MainTex_ST; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); mat3 tmpvar_2; tmpvar_2[0] = _Object2World[0].xyz; tmpvar_2[1] = _Object2World[1].xyz; tmpvar_2[2] = _Object2World[2].xyz; vec3 tmpvar_3; tmpvar_3 = (tmpvar_2 * (gl_Normal * unity_Scale.w)); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_3; vec3 x2; vec3 x1; x1.x = dot (unity_SHAr, tmpvar_4); x1.y = dot (unity_SHAg, tmpvar_4); x1.z = dot (unity_SHAb, tmpvar_4); vec4 tmpvar_5; tmpvar_5 = (tmpvar_3.xyzz * tmpvar_3.yzzx); x2.x = dot (unity_SHBr, tmpvar_5); x2.y = dot (unity_SHBg, tmpvar_5); x2.z = dot (unity_SHBb, tmpvar_5); gl_Position = tmpvar_1; vec4 tmpvar_6; tmpvar_6.yzw = vec3(0.0, 0.0, 0.0); tmpvar_6.x = tmpvar_1.z; xlv_FOG = tmpvar_6; vec4 tmpvar_7; tmpvar_7.zw = vec2(0.0, 0.0); tmpvar_7.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_7; vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = tmpvar_3; gl_TexCoord[1] = tmpvar_8; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = ((x1 + x2) + (unity_SHC.xyz * ((tmpvar_3.x * tmpvar_3.x) - (tmpvar_3.y * tmpvar_3.y)))); gl_TexCoord[2] = tmpvar_9; }