uniform vec4 _BumpMap_ST; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_SHAb; uniform vec4 unity_SHAg; uniform vec4 unity_SHAr; uniform vec4 unity_SHBb; uniform vec4 unity_SHBg; uniform vec4 unity_SHBr; uniform vec4 unity_SHC; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec3 binormal_1; vec3 worldN_2; vec4 tmpvar_3; vec4 pos_4; pos_4 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_3.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); mat3 tmpvar_5; tmpvar_5[0] = _Object2World[0].xyz; tmpvar_5[1] = _Object2World[1].xyz; tmpvar_5[2] = _Object2World[2].xyz; worldN_2 = (tmpvar_5 * (gl_Normal * unity_Scale.w)); binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_6; tmpvar_6[0].x = TANGENT.x; tmpvar_6[0].y = binormal_1.x; tmpvar_6[0].z = gl_Normal.x; tmpvar_6[1].x = TANGENT.y; tmpvar_6[1].y = binormal_1.y; tmpvar_6[1].z = gl_Normal.y; tmpvar_6[2].x = TANGENT.z; tmpvar_6[2].y = binormal_1.z; tmpvar_6[2].z = gl_Normal.z; vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = _WorldSpaceCameraPos; vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = worldN_2; vec3 x2_9; vec4 vB_10; vec3 x1_11; x1_11.x = dot (unity_SHAr, tmpvar_8); x1_11.y = dot (unity_SHAg, tmpvar_8); x1_11.z = dot (unity_SHAb, tmpvar_8); vB_10 = (worldN_2.xyzz * worldN_2.yzzx); x2_9.x = dot (unity_SHBr, vB_10); x2_9.y = dot (unity_SHBg, vB_10); x2_9.z = dot (unity_SHBb, vB_10); gl_Position = pos_4; vec4 tmpvar_12; tmpvar_12.yzw = vec3(0.0, 0.0, 0.0); tmpvar_12.x = pos_4.z; xlv_FOG = tmpvar_12; gl_TexCoord[0] = tmpvar_3; vec4 tmpvar_13; tmpvar_13.w = 0.0; tmpvar_13.xyz = (tmpvar_6 * (( (_World2Object * tmpvar_7) .xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_13; vec4 tmpvar_14; tmpvar_14.w = 0.0; tmpvar_14.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); gl_TexCoord[2] = tmpvar_14; vec4 tmpvar_15; tmpvar_15.w = 0.0; tmpvar_15.xyz = ((x1_11 + x2_9) + (unity_SHC.xyz * ( (worldN_2.x * worldN_2.x) - (worldN_2.y * worldN_2.y) ))); gl_TexCoord[3] = tmpvar_15; } // stats: 36 alu 0 tex 0 flow // inputs: 4 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Normal (high float) 3x1 [-1] loc 2 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // #3: TANGENT (high float) 4x1 [-1] // uniforms: 15 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _BumpMap_ST (high float) 4x1 [-1] // #2: _MainTex_ST (high float) 4x1 [-1] // #3: _Object2World (high float) 4x4 [-1] // #4: _World2Object (high float) 4x4 [-1] // #5: _WorldSpaceCameraPos (high float) 3x1 [-1] // #6: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #7: unity_SHAb (high float) 4x1 [-1] // #8: unity_SHAg (high float) 4x1 [-1] // #9: unity_SHAr (high float) 4x1 [-1] // #10: unity_SHBb (high float) 4x1 [-1] // #11: unity_SHBg (high float) 4x1 [-1] // #12: unity_SHBr (high float) 4x1 [-1] // #13: unity_SHC (high float) 4x1 [-1] // #14: unity_Scale (high float) 4x1 [-1]