uniform vec4 _BumpMap_ST; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_LightmapFade; uniform vec4 unity_LightmapST; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec3 binormal_1; vec3 worldRefl_2; vec4 tmpvar_3; vec3 tmpvar_4; vec4 pos_5; pos_5 = (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); vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = _WorldSpaceCameraPos; mat3 tmpvar_7; tmpvar_7[0] = _Object2World[0].xyz; tmpvar_7[1] = _Object2World[1].xyz; tmpvar_7[2] = _Object2World[2].xyz; worldRefl_2 = (tmpvar_7 * (gl_Vertex.xyz - ( (_World2Object * tmpvar_6) .xyz * unity_Scale.w))); binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_8; tmpvar_8[0].x = TANGENT.x; tmpvar_8[0].y = binormal_1.x; tmpvar_8[0].z = gl_Normal.x; tmpvar_8[1].x = TANGENT.y; tmpvar_8[1].y = binormal_1.y; tmpvar_8[1].z = gl_Normal.y; tmpvar_8[2].x = TANGENT.z; tmpvar_8[2].y = binormal_1.z; tmpvar_8[2].z = gl_Normal.z; vec4 tmpvar_9; tmpvar_9.xyz = (tmpvar_8 * _Object2World[0].xyz); tmpvar_9.w = worldRefl_2.x; vec4 tmpvar_10; tmpvar_10.xyz = (tmpvar_8 * _Object2World[1].xyz); tmpvar_10.w = worldRefl_2.y; vec4 tmpvar_11; tmpvar_11.xyz = (tmpvar_8 * _Object2World[2].xyz); tmpvar_11.w = worldRefl_2.z; vec4 o_12; o_12 = (pos_5 * 0.5); vec2 tmpvar_13; tmpvar_13.x = o_12.x; tmpvar_13.y = (o_12.y * _ProjectionParams.x); o_12.xy = (tmpvar_13 + o_12.w); o_12.zw = pos_5.zw; tmpvar_4.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_4.z = ((-( (gl_ModelViewMatrix * gl_Vertex) .z) * unity_LightmapFade.z) + unity_LightmapFade.w); gl_Position = pos_5; vec4 tmpvar_14; tmpvar_14.yzw = vec3(0.0, 0.0, 0.0); tmpvar_14.x = pos_5.z; xlv_FOG = tmpvar_14; gl_TexCoord[0] = tmpvar_3; gl_TexCoord[1] = o_12; gl_TexCoord[2] = (tmpvar_9 * unity_Scale.w); gl_TexCoord[3] = (tmpvar_10 * unity_Scale.w); gl_TexCoord[4] = (tmpvar_11 * unity_Scale.w); vec4 tmpvar_15; tmpvar_15.w = 0.0; tmpvar_15.xyz = tmpvar_4; gl_TexCoord[5] = tmpvar_15; } // stats: 31 alu 0 tex 0 flow // inputs: 5 // #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9 // #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #2: gl_Normal (high float) 3x1 [-1] loc 2 // #3: gl_Vertex (high float) 4x1 [-1] loc 0 // #4: TANGENT (high float) 4x1 [-1] // uniforms: 11 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: gl_ModelViewMatrix (high float) 4x4 [-1] // #2: _BumpMap_ST (high float) 4x1 [-1] // #3: _MainTex_ST (high float) 4x1 [-1] // #4: _Object2World (high float) 4x4 [-1] // #5: _ProjectionParams (high float) 4x1 [-1] // #6: _World2Object (high float) 4x4 [-1] // #7: _WorldSpaceCameraPos (high float) 3x1 [-1] // #8: unity_LightmapFade (high float) 4x1 [-1] // #9: unity_LightmapST (high float) 4x1 [-1] // #10: unity_Scale (high float) 4x1 [-1]