uniform mat4 UNITY_MATRIX_IT_MV; uniform mat4 UNITY_MATRIX_MV; uniform mat4 UNITY_MATRIX_MVP; uniform vec4 unity_LightAtten[4]; uniform vec4 unity_LightColor[4]; uniform vec4 unity_LightPosition[4]; varying vec4 xlv_TEXCOORD0; void main () { vec3 toLight_1; vec3 lightColor_2; vec3 viewN_3; vec3 viewpos_4; viewpos_4 = (UNITY_MATRIX_MV * gl_Vertex).xyz; mat3 tmpvar_5; tmpvar_5[0] = UNITY_MATRIX_IT_MV[0].xyz; tmpvar_5[1] = UNITY_MATRIX_IT_MV[1].xyz; tmpvar_5[2] = UNITY_MATRIX_IT_MV[2].xyz; viewN_3 = (tmpvar_5 * gl_Normal); toLight_1 = (unity_LightPosition[0].xyz - viewpos_4); lightColor_2 = (unity_LightColor[0].xyz * (max (0.0, dot (viewN_3, normalize(toLight_1)) ) * (1.0/( (1.0 + (dot (toLight_1, toLight_1) * unity_LightAtten[0].z)) )))); toLight_1 = (unity_LightPosition[1].xyz - viewpos_4); lightColor_2 = (lightColor_2 + (unity_LightColor[1].xyz * ( max (0.0, dot (viewN_3, normalize(toLight_1))) * (1.0/((1.0 + (dot (toLight_1, toLight_1) * unity_LightAtten[1].z)))) ))); vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = (lightColor_2 * 2.0); gl_Position = (UNITY_MATRIX_MVP * gl_Vertex); xlv_TEXCOORD0 = tmpvar_6; } // stats: 26 alu 0 tex 0 flow // inputs: 2 // #0: gl_Normal (high float) 3x1 [-1] loc 2 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 6 (total size: 0) // #0: UNITY_MATRIX_IT_MV (high float) 4x4 [-1] // #1: UNITY_MATRIX_MV (high float) 4x4 [-1] // #2: UNITY_MATRIX_MVP (high float) 4x4 [-1] // #3: unity_LightAtten (high float) 4x1 [4] // #4: unity_LightColor (high float) 4x1 [4] // #5: unity_LightPosition (high float) 4x1 [4]