uniform vec4 _BumpMap_ST; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; 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; vec3 worldRefl_2; vec4 tmpvar_3; vec4 pos_4; pos_4 = (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_5; tmpvar_5.w = 1.0; tmpvar_5.xyz = _WorldSpaceCameraPos; mat3 tmpvar_6; tmpvar_6[0] = _Object2World[0].xyz; tmpvar_6[1] = _Object2World[1].xyz; tmpvar_6[2] = _Object2World[2].xyz; worldRefl_2 = (tmpvar_6 * (gl_Vertex.xyz - ( (_World2Object * tmpvar_5) .xyz * unity_Scale.w))); binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_7; tmpvar_7[0].x = TANGENT.x; tmpvar_7[0].y = binormal_1.x; tmpvar_7[0].z = gl_Normal.x; tmpvar_7[1].x = TANGENT.y; tmpvar_7[1].y = binormal_1.y; tmpvar_7[1].z = gl_Normal.y; tmpvar_7[2].x = TANGENT.z; tmpvar_7[2].y = binormal_1.z; tmpvar_7[2].z = gl_Normal.z; vec4 tmpvar_8; tmpvar_8.xyz = (tmpvar_7 * _Object2World[0].xyz); tmpvar_8.w = worldRefl_2.x; vec4 tmpvar_9; tmpvar_9.xyz = (tmpvar_7 * _Object2World[1].xyz); tmpvar_9.w = worldRefl_2.y; vec4 tmpvar_10; tmpvar_10.xyz = (tmpvar_7 * _Object2World[2].xyz); tmpvar_10.w = worldRefl_2.z; vec4 o_11; o_11 = (pos_4 * 0.5); vec2 tmpvar_12; tmpvar_12.x = o_11.x; tmpvar_12.y = (o_11.y * _ProjectionParams.x); o_11.xy = (tmpvar_12 + o_11.w); o_11.zw = pos_4.zw; vec4 tmpvar_13; tmpvar_13.w = 1.0; tmpvar_13.xyz = _WorldSpaceCameraPos; gl_Position = pos_4; vec4 tmpvar_14; tmpvar_14.yzw = vec3(0.0, 0.0, 0.0); tmpvar_14.x = pos_4.z; xlv_FOG = tmpvar_14; gl_TexCoord[0] = tmpvar_3; vec4 tmpvar_15; tmpvar_15.w = 0.0; tmpvar_15.xyz = (tmpvar_7 * (( (_World2Object * tmpvar_13) .xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_15; gl_TexCoord[2] = o_11; gl_TexCoord[3] = (tmpvar_8 * unity_Scale.w); gl_TexCoord[4] = (tmpvar_9 * unity_Scale.w); gl_TexCoord[5] = (tmpvar_10 * unity_Scale.w); } // stats: 30 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: 8 (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: _Object2World (high float) 4x4 [-1] // #4: _ProjectionParams (high float) 4x1 [-1] // #5: _World2Object (high float) 4x4 [-1] // #6: _WorldSpaceCameraPos (high float) 3x1 [-1] // #7: unity_Scale (high float) 4x1 [-1]