uniform vec4 _Control_ST; uniform mat4 _Object2World; uniform vec4 _ProjectionParams; uniform vec4 _Splat0_ST; uniform vec4 _Splat1_ST; uniform vec4 _Splat2_ST; uniform vec4 _Splat3_ST; 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; varying vec4 xlv_FOG; void main () { vec3 worldPos_1; vec3 worldN_2; vec4 tmpvar_3; vec4 tmpvar_4; vec4 pos_5; pos_5 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _Control_ST.xy) + _Control_ST.zw); tmpvar_3.zw = ((gl_MultiTexCoord0.xy * _Splat0_ST.xy) + _Splat0_ST.zw); tmpvar_4.xy = ((gl_MultiTexCoord0.xy * _Splat1_ST.xy) + _Splat1_ST.zw); tmpvar_4.zw = ((gl_MultiTexCoord0.xy * _Splat2_ST.xy) + _Splat2_ST.zw); mat3 tmpvar_6; tmpvar_6[0] = _Object2World[0].xyz; tmpvar_6[1] = _Object2World[1].xyz; tmpvar_6[2] = _Object2World[2].xyz; worldN_2 = (tmpvar_6 * (gl_Normal * unity_Scale.w)); vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = worldN_2; vec3 x2_8; vec4 vB_9; vec3 x1_10; x1_10.x = dot (unity_SHAr, tmpvar_7); x1_10.y = dot (unity_SHAg, tmpvar_7); x1_10.z = dot (unity_SHAb, tmpvar_7); vB_9 = (worldN_2.xyzz * worldN_2.yzzx); x2_8.x = dot (unity_SHBr, vB_9); x2_8.y = dot (unity_SHBg, vB_9); x2_8.z = dot (unity_SHBb, vB_9); worldPos_1 = (_Object2World * gl_Vertex).xyz; vec3 col_11; vec4 diff_12; vec4 ndotl_13; vec4 lengthSq_14; vec4 toLightZ_15; vec4 toLightY_16; vec4 toLightX_17; toLightX_17 = (unity_4LightPosX0 - worldPos_1.x); toLightY_16 = (unity_4LightPosY0 - worldPos_1.y); toLightZ_15 = (unity_4LightPosZ0 - worldPos_1.z); lengthSq_14 = (toLightX_17 * toLightX_17); lengthSq_14 = (lengthSq_14 + (toLightY_16 * toLightY_16)); lengthSq_14 = (lengthSq_14 + (toLightZ_15 * toLightZ_15)); ndotl_13 = (toLightX_17 * worldN_2.x); ndotl_13 = (ndotl_13 + (toLightY_16 * worldN_2.y)); ndotl_13 = (ndotl_13 + (toLightZ_15 * worldN_2.z)); vec4 tmpvar_18; tmpvar_18 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_13 * inversesqrt(lengthSq_14))); ndotl_13 = tmpvar_18; diff_12 = (tmpvar_18 * (1.0/((1.0 + (lengthSq_14 * unity_4LightAtten0) )))); col_11 = (unity_LightColor0 * diff_12.x); col_11 = (col_11 + (unity_LightColor1 * diff_12.y)); col_11 = (col_11 + (unity_LightColor2 * diff_12.z)); col_11 = (col_11 + (unity_LightColor3 * diff_12.w)); vec4 o_19; o_19 = (pos_5 * 0.5); vec2 tmpvar_20; tmpvar_20.x = o_19.x; tmpvar_20.y = (o_19.y * _ProjectionParams.x); o_19.xy = (tmpvar_20 + o_19.w); o_19.zw = pos_5.zw; gl_Position = pos_5; vec4 tmpvar_21; tmpvar_21.yzw = vec3(0.0, 0.0, 0.0); tmpvar_21.x = pos_5.z; xlv_FOG = tmpvar_21; gl_TexCoord[0] = tmpvar_3; gl_TexCoord[1] = tmpvar_4; vec4 tmpvar_22; tmpvar_22.zw = vec2(0.0, 0.0); tmpvar_22.xy = ((gl_MultiTexCoord0.xy * _Splat3_ST.xy) + _Splat3_ST.zw); gl_TexCoord[2] = tmpvar_22; vec4 tmpvar_23; tmpvar_23.w = 0.0; tmpvar_23.xyz = worldN_2; gl_TexCoord[3] = tmpvar_23; vec4 tmpvar_24; tmpvar_24.w = 0.0; tmpvar_24.xyz = (((x1_10 + x2_8) + (unity_SHC.xyz * ((worldN_2.x * worldN_2.x) - (worldN_2.y * worldN_2.y)) )) + col_11); gl_TexCoord[4] = tmpvar_24; gl_TexCoord[5] = o_19; } // stats: 63 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: 24 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _Control_ST (high float) 4x1 [-1] // #2: _Object2World (high float) 4x4 [-1] // #3: _ProjectionParams (high float) 4x1 [-1] // #4: _Splat0_ST (high float) 4x1 [-1] // #5: _Splat1_ST (high float) 4x1 [-1] // #6: _Splat2_ST (high float) 4x1 [-1] // #7: _Splat3_ST (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]