uniform mat4 glstate_matrix_mvp; attribute vec4 attrVertex; attribute vec3 attrNormal; attribute vec4 attrTangent; uniform highp mat4 _Object2World; uniform highp mat4 _World2Object; uniform highp vec3 _WorldSpaceCameraPos; uniform lowp vec4 _WorldSpaceLightPos0; uniform highp vec4 unity_Scale; varying lowp vec3 varWorldN; varying lowp vec3 varLightDir; varying lowp vec3 varViewDir; void main () { lowp vec3 tmpvar_1; lowp vec3 tmpvar_2; lowp vec3 tmpvar_3; highp mat3 tmpvar_4; tmpvar_4[0] = _Object2World[0].xyz; tmpvar_4[1] = _Object2World[1].xyz; tmpvar_4[2] = _Object2World[2].xyz; highp vec3 tmpvar_5; tmpvar_5 = (tmpvar_4 * attrNormal); tmpvar_3 = tmpvar_5; highp vec3 tmpvar_6; highp vec3 tmpvar_7; highp vec3 tmpvar_8; tmpvar_6 = attrTangent.xyz; tmpvar_7 = (((attrNormal.yzx * attrTangent.zxy) - (attrNormal.zxy * attrTangent.yzx)) * attrTangent.w); tmpvar_8 = attrNormal; highp mat3 tmpvar_9; tmpvar_9[0].x = tmpvar_6.x; tmpvar_9[0].y = tmpvar_7.x; tmpvar_9[0].z = tmpvar_8.x; tmpvar_9[1].x = tmpvar_6.y; tmpvar_9[1].y = tmpvar_7.y; tmpvar_9[1].z = tmpvar_8.y; tmpvar_9[2].x = tmpvar_6.z; tmpvar_9[2].y = tmpvar_7.z; tmpvar_9[2].z = tmpvar_8.z; highp vec3 tmpvar_10; tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); tmpvar_1 = tmpvar_10; highp vec4 tmpvar_11; tmpvar_11.w = 1.0; tmpvar_11.xyz = _WorldSpaceCameraPos; highp vec3 tmpvar_12; tmpvar_12 = normalize((tmpvar_10 + normalize( (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - attrVertex.xyz)) ))); tmpvar_2 = tmpvar_12; gl_Position = (glstate_matrix_mvp * attrVertex); varWorldN = tmpvar_3; varLightDir = tmpvar_1; varViewDir = tmpvar_2; } // stats: 16 alu 0 tex 0 flow // inputs: 3 // #0: attrVertex (high float) 4x1 [-1] // #1: attrNormal (high float) 3x1 [-1] // #2: attrTangent (high float) 4x1 [-1] // uniforms: 6 (total size: 0) // #0: glstate_matrix_mvp (high float) 4x4 [-1] // #1: _Object2World (high float) 4x4 [-1] // #2: _World2Object (high float) 4x4 [-1] // #3: _WorldSpaceCameraPos (high float) 3x1 [-1] // #4: _WorldSpaceLightPos0 (low float) 4x1 [-1] // #5: unity_Scale (high float) 4x1 [-1]