uniform vec4 _ProjectionParams; uniform vec4 unity_LightmapFade; uniform vec4 unity_LightmapST; varying vec4 xlv_FOG; void main () { vec3 tmpvar_1; vec4 pos_2; pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 o_3; o_3 = (pos_2 * 0.5); vec2 tmpvar_4; tmpvar_4.x = o_3.x; tmpvar_4.y = (o_3.y * _ProjectionParams.x); o_3.xy = (tmpvar_4 + o_3.w); o_3.zw = pos_2.zw; tmpvar_1.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_1.z = ((-( (gl_ModelViewMatrix * gl_Vertex) .z) * unity_LightmapFade.z) + unity_LightmapFade.w); gl_Position = pos_2; vec4 tmpvar_5; tmpvar_5.yzw = vec3(0.0, 0.0, 0.0); tmpvar_5.x = pos_2.z; xlv_FOG = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = ((gl_Normal * 0.5) + 0.5); gl_TexCoord[0] = tmpvar_6; gl_TexCoord[1] = o_3; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = tmpvar_1; gl_TexCoord[2] = tmpvar_7; } // stats: 15 alu 0 tex 0 flow // inputs: 3 // #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9 // #1: gl_Normal (high float) 3x1 [-1] loc 2 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 5 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: gl_ModelViewMatrix (high float) 4x4 [-1] // #2: _ProjectionParams (high float) 4x1 [-1] // #3: unity_LightmapFade (high float) 4x1 [-1] // #4: unity_LightmapST (high float) 4x1 [-1]