#line 14 struct v2f { highp vec4 pos; mediump vec4 color; }; #line 9 struct appdata { highp vec4 vertex; highp vec3 normal; }; uniform highp vec4 unity_LightColor[4]; uniform highp vec4 unity_LightPosition[4]; #line 3 uniform highp vec4 unity_LightAtten[4]; uniform highp mat4 UNITY_MATRIX_MVP; uniform highp mat4 UNITY_MATRIX_MV; #line 7 uniform highp mat4 UNITY_MATRIX_IT_MV; #line 19 #line 35 v2f xlat_main( in appdata v ) { #line 37 v2f o; o.pos = (UNITY_MATRIX_MVP * v.vertex); o.color = vec4( 0.0); #line 41 highp int i = 0; for ( ; (i < 2); (++i)) { o.color += unity_LightColor[i]; } #line 45 highp int i_1 = 0; for ( ; (i_1 < 4); (++i_1)) { o.color += unity_LightColor[i_1]; } #line 49 highp int j = 3; for ( ; (j >= 0); j = (j - 1)) { o.color += unity_LightColor[j]; } #line 53 highp int i_2 = 0; for ( ; (i_2 < 2); (++i_2)) { highp vec4 l = (unity_LightColor[i_2] * unity_LightAtten[i_2].x); o.color += l; } #line 59 highp int i_3 = 0; for ( ; (i_3 < 2); (++i_3)) { highp vec4 l_1 = (unity_LightColor[i_3] * unity_LightAtten[i_3].z); o.color += l_1; } #line 65 highp int k = 1; for ( ; (k < 3); ) { o.color += unity_LightColor[k].x; #line 69 highp int z = (k + 1); k = z; } #line 74 highp int x = 0; for ( ; (x < 3); (++x)) { highp int y = 0; for ( ; (y < 3); (++y)) { o.color.xy += vec2( float(x), float(y)); } } #line 80 return o; } attribute highp vec4 xlat_attrib_POSITION; attribute highp vec3 xlat_attrib_NORMAL; varying mediump vec4 xlv_TEXCOORD0; void main() { v2f xl_retval; appdata xlt_v; xlt_v.vertex = vec4(xlat_attrib_POSITION); xlt_v.normal = vec3(xlat_attrib_NORMAL); xl_retval = xlat_main( xlt_v); gl_Position = vec4(xl_retval.pos); xlv_TEXCOORD0 = vec4(xl_retval.color); } // uniforms: // UNITY_MATRIX_MVP: type 21 arrsize 0 // unity_LightAtten: type 12 arrsize 4 // unity_LightColor: type 12 arrsize 4