uniform vec4 _MainTex_ST; uniform mat4 _Object2World; 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; varying vec4 xlv_FOG; void main () { vec3 worldN_1; vec4 pos_2; pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); mat3 tmpvar_3; tmpvar_3[0] = _Object2World[0].xyz; tmpvar_3[1] = _Object2World[1].xyz; tmpvar_3[2] = _Object2World[2].xyz; worldN_1 = (tmpvar_3 * (gl_Normal * unity_Scale.w)); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = worldN_1; vec3 x2_5; vec4 vB_6; vec3 x1_7; x1_7.x = dot (unity_SHAr, tmpvar_4); x1_7.y = dot (unity_SHAg, tmpvar_4); x1_7.z = dot (unity_SHAb, tmpvar_4); vB_6 = (worldN_1.xyzz * worldN_1.yzzx); x2_5.x = dot (unity_SHBr, vB_6); x2_5.y = dot (unity_SHBg, vB_6); x2_5.z = dot (unity_SHBb, vB_6); gl_Position = pos_2; vec4 tmpvar_8; tmpvar_8.yzw = vec3(0.0, 0.0, 0.0); tmpvar_8.x = pos_2.z; xlv_FOG = tmpvar_8; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 0.0); tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_9; vec4 tmpvar_10; tmpvar_10.w = 0.0; tmpvar_10.xyz = worldN_1; gl_TexCoord[1] = tmpvar_10; vec4 tmpvar_11; tmpvar_11.w = 0.0; tmpvar_11.xyz = ((x1_7 + x2_5) + (unity_SHC.xyz * ( (worldN_1.x * worldN_1.x) - (worldN_1.y * worldN_1.y) ))); gl_TexCoord[2] = tmpvar_11; } // stats: 23 alu 0 tex 0 flow // inputs: 3 // #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 // uniforms: 11 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _MainTex_ST (high float) 4x1 [-1] // #2: _Object2World (high float) 4x4 [-1] // #3: unity_SHAb (high float) 4x1 [-1] // #4: unity_SHAg (high float) 4x1 [-1] // #5: unity_SHAr (high float) 4x1 [-1] // #6: unity_SHBb (high float) 4x1 [-1] // #7: unity_SHBg (high float) 4x1 [-1] // #8: unity_SHBr (high float) 4x1 [-1] // #9: unity_SHC (high float) 4x1 [-1] // #10: unity_Scale (high float) 4x1 [-1]