uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; void main () { vec3 viewDir_1; vec4 tmpvar_2; tmpvar_2.w = 1.0; tmpvar_2.xyz = _WorldSpaceCameraPos; viewDir_1 = -(normalize(( ((_World2Object * tmpvar_2).xyz * unity_Scale.w) - gl_Vertex.xyz))); vec4 tmpvar_3; tmpvar_3.w = 0.0; tmpvar_3.xyz = (viewDir_1 - (2.0 * ( dot (gl_Normal, viewDir_1) * gl_Normal))); gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_FrontColor = gl_Color; vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = (gl_ModelViewMatrix * tmpvar_3).xyz; gl_TexCoord[0] = tmpvar_4; } // stats: 14 alu 0 tex 0 flow // inputs: 3 // #0: gl_Color (high float) 4x1 [-1] loc 3 // #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: _World2Object (high float) 4x4 [-1] // #3: _WorldSpaceCameraPos (high float) 3x1 [-1] // #4: unity_Scale (high float) 4x1 [-1]