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 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; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Control_ST.xy) + _Control_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Splat0_ST.xy) + _Splat0_ST.zw); tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _Splat1_ST.xy) + _Splat1_ST.zw); tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _Splat2_ST.xy) + _Splat2_ST.zw); 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_Normal * unity_Scale.w)); vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = tmpvar_5; vec3 x2; vec3 x1; x1.x = dot (unity_SHAr, tmpvar_6); x1.y = dot (unity_SHAg, tmpvar_6); x1.z = dot (unity_SHAb, tmpvar_6); vec4 tmpvar_7; tmpvar_7 = (tmpvar_5.xyzz * tmpvar_5.yzzx); x2.x = dot (unity_SHBr, tmpvar_7); x2.y = dot (unity_SHBg, tmpvar_7); x2.z = dot (unity_SHBb, tmpvar_7); vec3 tmpvar_8; tmpvar_8 = (_Object2World * gl_Vertex).xyz; vec4 tmpvar_9; tmpvar_9 = (unity_4LightPosX0 - tmpvar_8.x); vec4 tmpvar_10; tmpvar_10 = (unity_4LightPosY0 - tmpvar_8.y); vec4 tmpvar_11; tmpvar_11 = (unity_4LightPosZ0 - tmpvar_8.z); vec4 tmpvar_12; tmpvar_12 = (((tmpvar_9 * tmpvar_9) + (tmpvar_10 * tmpvar_10)) + (tmpvar_11 * tmpvar_11)); vec4 tmpvar_13; tmpvar_13 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_9 * tmpvar_5.x) + (tmpvar_10 * tmpvar_5.y)) + (tmpvar_11 * tmpvar_5.z)) * inversesqrt (tmpvar_12))) * (1.0/((1.0 + (tmpvar_12 * unity_4LightAtten0))))); vec4 o_i0; vec4 tmpvar_14; tmpvar_14 = (tmpvar_3 * 0.5); o_i0 = tmpvar_14; vec2 tmpvar_15; tmpvar_15.x = tmpvar_14.x; tmpvar_15.y = (tmpvar_14.y * _ProjectionParams.x); o_i0.xy = (tmpvar_15 + tmpvar_14.w); o_i0.zw = tmpvar_3.zw; gl_Position = tmpvar_3; vec4 tmpvar_16; tmpvar_16.yzw = vec3(0.0, 0.0, 0.0); tmpvar_16.x = tmpvar_3.z; xlv_FOG = tmpvar_16; gl_TexCoord[0] = tmpvar_1; gl_TexCoord[1] = tmpvar_2; vec4 tmpvar_17; tmpvar_17.zw = vec2(0.0, 0.0); tmpvar_17.xy = ((gl_MultiTexCoord0.xy * _Splat3_ST.xy) + _Splat3_ST.zw); gl_TexCoord[2] = tmpvar_17; vec4 tmpvar_18; tmpvar_18.w = 0.0; tmpvar_18.xyz = tmpvar_5; gl_TexCoord[3] = tmpvar_18; vec4 tmpvar_19; tmpvar_19.w = 0.0; tmpvar_19.xyz = (((x1 + x2) + (unity_SHC.xyz * ((tmpvar_5.x * tmpvar_5.x) - (tmpvar_5.y * tmpvar_5.y)))) + ((((unity_LightColor0 * tmpvar_13.x) + (unity_LightColor1 * tmpvar_13.y)) + (unity_LightColor2 * tmpvar_13.z)) + (unity_LightColor3 * tmpvar_13.w))); gl_TexCoord[4] = tmpvar_19; gl_TexCoord[5] = o_i0; }