varying vec4 xlv_FOG; uniform vec4 unity_LightmapST; uniform vec4 unity_LightmapFade; uniform vec4 _ProjectionParams; uniform vec4 _MainTex_ST; uniform vec4 _Illum_ST; void main () { vec4 tmpvar_1; vec3 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Illum_ST.xy) + _Illum_ST.zw); vec4 o_i0; vec4 tmpvar_4; tmpvar_4 = (tmpvar_3 * 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_3.zw; tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_2.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w); gl_Position = tmpvar_3; vec4 tmpvar_6; tmpvar_6.yzw = vec3(0.0, 0.0, 0.0); tmpvar_6.x = tmpvar_3.z; xlv_FOG = tmpvar_6; gl_TexCoord[0] = tmpvar_1; gl_TexCoord[1] = o_i0; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = tmpvar_2; gl_TexCoord[2] = tmpvar_7; }