varying vec4 xlv_FOG; attribute vec4 TANGENT; 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 vec4 _WorldSpaceLightPos0; uniform mat4 _World2Object; uniform vec4 _ProjectionParams; uniform mat4 _Object2World; uniform vec4 _Decal_ST; uniform vec4 _DecalBump_ST; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Decal_ST.xy) + _Decal_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw); mat3 tmpvar_3; tmpvar_3[0] = _Object2World[0].xyz; tmpvar_3[1] = _Object2World[1].xyz; tmpvar_3[2] = _Object2World[2].xyz; vec3 tmpvar_4; tmpvar_4 = (tmpvar_3 * (gl_Normal * unity_Scale.w)); vec3 tmpvar_5; tmpvar_5 = (cross (gl_Normal, TANGENT.xyz) * TANGENT.w); mat3 tmpvar_6; tmpvar_6[0].x = TANGENT.x; tmpvar_6[0].y = tmpvar_5.x; tmpvar_6[0].z = gl_Normal.x; tmpvar_6[1].x = TANGENT.y; tmpvar_6[1].y = tmpvar_5.y; tmpvar_6[1].z = gl_Normal.y; tmpvar_6[2].x = TANGENT.z; tmpvar_6[2].y = tmpvar_5.z; tmpvar_6[2].z = gl_Normal.z; vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = tmpvar_4; vec3 x2; vec3 x1; x1.x = dot (unity_SHAr, tmpvar_7); x1.y = dot (unity_SHAg, tmpvar_7); x1.z = dot (unity_SHAb, tmpvar_7); vec4 tmpvar_8; tmpvar_8 = (tmpvar_4.xyzz * tmpvar_4.yzzx); x2.x = dot (unity_SHBr, tmpvar_8); x2.y = dot (unity_SHBg, tmpvar_8); x2.z = dot (unity_SHBb, tmpvar_8); vec4 o_i0; vec4 tmpvar_9; tmpvar_9 = (tmpvar_2 * 0.5); o_i0 = tmpvar_9; vec2 tmpvar_10; tmpvar_10.x = tmpvar_9.x; tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x); o_i0.xy = (tmpvar_10 + tmpvar_9.w); o_i0.zw = tmpvar_2.zw; gl_Position = tmpvar_2; vec4 tmpvar_11; tmpvar_11.yzw = vec3(0.0, 0.0, 0.0); tmpvar_11.x = tmpvar_2.z; xlv_FOG = tmpvar_11; gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_12; tmpvar_12.w = 0.0; tmpvar_12.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); gl_TexCoord[1] = tmpvar_12; vec4 tmpvar_13; tmpvar_13.w = 0.0; tmpvar_13.xyz = ((x1 + x2) + (unity_SHC.xyz * ((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y)))); gl_TexCoord[2] = tmpvar_13; gl_TexCoord[3] = o_i0; }