#version 300 es uniform highp mat4 UNITY_MATRIX_MVP; uniform highp vec4 unity_LightAtten[4]; uniform highp vec4 unity_LightColor[4]; in highp vec4 _inVertex; out mediump vec4 xlv_TEXCOORD0; void main () { highp vec4 l_1_1; highp vec4 l_2; mediump vec4 tmpvar_3; mediump vec4 tmpvar_4; tmpvar_3 = (UNITY_MATRIX_MVP * _inVertex); tmpvar_4 = unity_LightColor[0]; tmpvar_4 = (tmpvar_4 + unity_LightColor[1]); tmpvar_4 = (tmpvar_4 + unity_LightColor[0]); tmpvar_4 = (tmpvar_4 + unity_LightColor[1]); tmpvar_4 = (tmpvar_4 + unity_LightColor[2]); tmpvar_4 = (tmpvar_4 + unity_LightColor[3]); tmpvar_4 = (tmpvar_4 + unity_LightColor[3]); tmpvar_4 = (tmpvar_4 + unity_LightColor[2]); tmpvar_4 = (tmpvar_4 + unity_LightColor[1]); tmpvar_4 = (tmpvar_4 + unity_LightColor[0]); l_2 = (unity_LightColor[0] * unity_LightAtten[0].x); tmpvar_4 = (tmpvar_4 + l_2); l_2 = (unity_LightColor[1] * unity_LightAtten[1].x); tmpvar_4 = (tmpvar_4 + l_2); l_1_1 = (unity_LightColor[0] * unity_LightAtten[0].z); tmpvar_4 = (tmpvar_4 + l_1_1); l_1_1 = (unity_LightColor[1] * unity_LightAtten[1].z); tmpvar_4 = (tmpvar_4 + l_1_1); tmpvar_4 = (tmpvar_4 + unity_LightColor[1].x); tmpvar_4 = (tmpvar_4 + unity_LightColor[2].x); gl_Position = tmpvar_3; xlv_TEXCOORD0 = tmpvar_4; } // stats: 20 alu 0 tex 0 flow // inputs: 1 // #0: _inVertex (high float) 4x1 [-1] // uniforms: 3 (total size: 0) // #0: UNITY_MATRIX_MVP (high float) 4x4 [-1] // #1: unity_LightAtten (high float) 4x1 [4] // #2: unity_LightColor (high float) 4x1 [4]