uniform vec4 _BumpMap_ST; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_4LightAtten0; uniform vec4 unity_4LightPosX0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosZ0; uniform vec3 unity_LightColor0; uniform vec3 unity_LightColor1; uniform vec3 unity_LightColor2; uniform vec3 unity_LightColor3; 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 worldPos_1; vec3 binormal_2; vec3 worldN_3; vec4 tmpvar_4; vec4 pos_5; pos_5 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_4.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_4.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); mat3 tmpvar_6; tmpvar_6[0] = _Object2World[0].xyz; tmpvar_6[1] = _Object2World[1].xyz; tmpvar_6[2] = _Object2World[2].xyz; worldN_3 = (tmpvar_6 * (gl_Normal * unity_Scale.w)); binormal_2 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_7; tmpvar_7[0].x = TANGENT.x; tmpvar_7[0].y = binormal_2.x; tmpvar_7[0].z = gl_Normal.x; tmpvar_7[1].x = TANGENT.y; tmpvar_7[1].y = binormal_2.y; tmpvar_7[1].z = gl_Normal.y; tmpvar_7[2].x = TANGENT.z; tmpvar_7[2].y = binormal_2.z; tmpvar_7[2].z = gl_Normal.z; vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = _WorldSpaceCameraPos; vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = worldN_3; vec3 x2_10; vec4 vB_11; vec3 x1_12; x1_12.x = dot (unity_SHAr, tmpvar_9); x1_12.y = dot (unity_SHAg, tmpvar_9); x1_12.z = dot (unity_SHAb, tmpvar_9); vB_11 = (worldN_3.xyzz * worldN_3.yzzx); x2_10.x = dot (unity_SHBr, vB_11); x2_10.y = dot (unity_SHBg, vB_11); x2_10.z = dot (unity_SHBb, vB_11); worldPos_1 = (_Object2World * gl_Vertex).xyz; vec3 col_13; vec4 diff_14; vec4 ndotl_15; vec4 lengthSq_16; vec4 toLightZ_17; vec4 toLightY_18; vec4 toLightX_19; toLightX_19 = (unity_4LightPosX0 - worldPos_1.x); toLightY_18 = (unity_4LightPosY0 - worldPos_1.y); toLightZ_17 = (unity_4LightPosZ0 - worldPos_1.z); lengthSq_16 = (toLightX_19 * toLightX_19); lengthSq_16 = (lengthSq_16 + (toLightY_18 * toLightY_18)); lengthSq_16 = (lengthSq_16 + (toLightZ_17 * toLightZ_17)); ndotl_15 = (toLightX_19 * worldN_3.x); ndotl_15 = (ndotl_15 + (toLightY_18 * worldN_3.y)); ndotl_15 = (ndotl_15 + (toLightZ_17 * worldN_3.z)); vec4 tmpvar_20; tmpvar_20 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_15 * inversesqrt(lengthSq_16))); ndotl_15 = tmpvar_20; diff_14 = (tmpvar_20 * (1.0/((1.0 + (lengthSq_16 * unity_4LightAtten0) )))); col_13 = (unity_LightColor0 * diff_14.x); col_13 = (col_13 + (unity_LightColor1 * diff_14.y)); col_13 = (col_13 + (unity_LightColor2 * diff_14.z)); col_13 = (col_13 + (unity_LightColor3 * diff_14.w)); vec4 o_21; o_21 = (pos_5 * 0.5); vec2 tmpvar_22; tmpvar_22.x = o_21.x; tmpvar_22.y = (o_21.y * _ProjectionParams.x); o_21.xy = (tmpvar_22 + o_21.w); o_21.zw = pos_5.zw; gl_Position = pos_5; vec4 tmpvar_23; tmpvar_23.yzw = vec3(0.0, 0.0, 0.0); tmpvar_23.x = pos_5.z; xlv_FOG = tmpvar_23; gl_TexCoord[0] = tmpvar_4; vec4 tmpvar_24; tmpvar_24.w = 0.0; tmpvar_24.xyz = (tmpvar_7 * (( (_World2Object * tmpvar_8) .xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_24; vec4 tmpvar_25; tmpvar_25.w = 0.0; tmpvar_25.xyz = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); gl_TexCoord[2] = tmpvar_25; vec4 tmpvar_26; tmpvar_26.w = 0.0; tmpvar_26.xyz = (((x1_12 + x2_10) + (unity_SHC.xyz * ((worldN_3.x * worldN_3.x) - (worldN_3.y * worldN_3.y)) )) + col_13); gl_TexCoord[3] = tmpvar_26; gl_TexCoord[4] = o_21; } // stats: 68 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: 24 (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: _ProjectionParams (high float) 4x1 [-1] // #5: _World2Object (high float) 4x4 [-1] // #6: _WorldSpaceCameraPos (high float) 3x1 [-1] // #7: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #8: unity_4LightAtten0 (high float) 4x1 [-1] // #9: unity_4LightPosX0 (high float) 4x1 [-1] // #10: unity_4LightPosY0 (high float) 4x1 [-1] // #11: unity_4LightPosZ0 (high float) 4x1 [-1] // #12: unity_LightColor0 (high float) 3x1 [-1] // #13: unity_LightColor1 (high float) 3x1 [-1] // #14: unity_LightColor2 (high float) 3x1 [-1] // #15: unity_LightColor3 (high float) 3x1 [-1] // #16: unity_SHAb (high float) 4x1 [-1] // #17: unity_SHAg (high float) 4x1 [-1] // #18: unity_SHAr (high float) 4x1 [-1] // #19: unity_SHBb (high float) 4x1 [-1] // #20: unity_SHBg (high float) 4x1 [-1] // #21: unity_SHBr (high float) 4x1 [-1] // #22: unity_SHC (high float) 4x1 [-1] // #23: unity_Scale (high float) 4x1 [-1]