uniform vec4 _BumpMap_ST; uniform vec4 _MainTex_ST; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec3 binormal_1; vec4 tmpvar_2; vec4 pos_3; pos_3 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); vec4 o_4; o_4 = (pos_3 * 0.5); vec2 tmpvar_5; tmpvar_5.x = o_4.x; tmpvar_5.y = (o_4.y * _ProjectionParams.x); o_4.xy = (tmpvar_5 + o_4.w); o_4.zw = pos_3.zw; 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; gl_Position = pos_3; vec4 tmpvar_8; tmpvar_8.yzw = vec3(0.0, 0.0, 0.0); tmpvar_8.x = pos_3.z; xlv_FOG = tmpvar_8; gl_TexCoord[0] = tmpvar_2; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = (tmpvar_6 * (( (_World2Object * tmpvar_7) .xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_9; gl_TexCoord[2] = o_4; } // stats: 19 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: 7 (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: _ProjectionParams (high float) 4x1 [-1] // #4: _World2Object (high float) 4x4 [-1] // #5: _WorldSpaceCameraPos (high float) 3x1 [-1] // #6: unity_Scale (high float) 4x1 [-1]