uniform mat4 _Object2World; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; 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; mat3 tmpvar_5; tmpvar_5[0] = _Object2World[0].xyz; tmpvar_5[1] = _Object2World[1].xyz; tmpvar_5[2] = _Object2World[2].xyz; gl_Position = pos_2; vec4 tmpvar_6; tmpvar_6.yzw = vec3(0.0, 0.0, 0.0); tmpvar_6.x = pos_2.z; xlv_FOG = tmpvar_6; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = (tmpvar_4 * (viewDir_1 - (2.0 * (dot (gl_Normal, viewDir_1) * gl_Normal) ))); gl_TexCoord[0] = tmpvar_7; vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = (tmpvar_5 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_8; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = _WorldSpaceLightPos0.xyz; gl_TexCoord[2] = tmpvar_9; } // stats: 16 alu 0 tex 0 flow // inputs: 2 // #0: gl_Normal (high float) 3x1 [-1] loc 2 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 6 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _Object2World (high float) 4x4 [-1] // #2: _World2Object (high float) 4x4 [-1] // #3: _WorldSpaceCameraPos (high float) 3x1 [-1] // #4: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #5: unity_Scale (high float) 4x1 [-1]