uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; varying vec4 xlv_FOG; void main () { vec3 viewDir_1; vec4 pos_2; pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = _WorldSpaceCameraPos; viewDir_1 = (gl_Vertex.xyz - ((_World2Object * tmpvar_3).xyz * unity_Scale.w)); mat3 tmpvar_4; tmpvar_4[0] = _Object2World[0].xyz; tmpvar_4[1] = _Object2World[1].xyz; tmpvar_4[2] = _Object2World[2].xyz; vec4 o_5; o_5 = (pos_2 * 0.5); vec2 tmpvar_6; tmpvar_6.x = o_5.x; tmpvar_6.y = (o_5.y * _ProjectionParams.x); o_5.xy = (tmpvar_6 + o_5.w); o_5.zw = pos_2.zw; gl_Position = pos_2; vec4 tmpvar_7; tmpvar_7.yzw = vec3(0.0, 0.0, 0.0); tmpvar_7.x = pos_2.z; xlv_FOG = tmpvar_7; vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 0.0); tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_8; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = (tmpvar_4 * (viewDir_1 - (2.0 * (dot (gl_Normal, viewDir_1) * gl_Normal) ))); gl_TexCoord[1] = tmpvar_9; gl_TexCoord[2] = o_5; } // stats: 18 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: 7 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _MainTex_ST (high float) 4x1 [-1] // #2: _Object2World (high float) 4x4 [-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]