varying vec4 xlv_FOG; uniform vec4 unity_Scale; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; uniform vec4 _ProjectionParams; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_2; tmpvar_2.w = 1.0; tmpvar_2.xyz = _WorldSpaceCameraPos; mat3 tmpvar_3; tmpvar_3[0] = _Object2World[0].xyz; tmpvar_3[1] = _Object2World[1].xyz; tmpvar_3[2] = _Object2World[2].xyz; vec4 o_i0; vec4 tmpvar_4; tmpvar_4 = (tmpvar_1 * 0.5); o_i0 = tmpvar_4; vec2 tmpvar_5; tmpvar_5.x = tmpvar_4.x; tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x); o_i0.xy = (tmpvar_5 + tmpvar_4.w); o_i0.zw = tmpvar_1.zw; 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 * reflect ((gl_Vertex.xyz - ((_World2Object * tmpvar_2).xyz * unity_Scale.w)), gl_Normal)); gl_TexCoord[1] = tmpvar_8; gl_TexCoord[2] = o_i0; }