attribute vec4 _glesVertex; attribute vec3 _glesNormal; uniform mediump vec4 unity_LightColor[8]; uniform highp vec4 unity_LightPosition[8]; uniform highp ivec4 unity_VertexLightParams; varying lowp vec4 xlv_COLOR0; void main () { highp vec3 tmpvar_1; highp vec3 tmpvar_2; tmpvar_1 = _glesVertex.xyz; tmpvar_2 = _glesNormal; highp int j_3; highp int il_4; mediump vec3 lcolor_5; mediump vec3 eyeNormal_6; mediump vec4 color_7; lowp vec4 tmpvar_8; color_7 = vec4(0.0, 0.0, 0.0, 1.1); eyeNormal_6 = tmpvar_2; lcolor_5 = vec3(0.0, 0.0, 0.0); il_4 = 0; while (true) { highp float tmpvar_9; tmpvar_9 = min (8.0, float(unity_VertexLightParams.x)); if ((float(il_4) >= tmpvar_9)) { break; }; highp vec3 tmpvar_10; tmpvar_10 = unity_LightPosition[il_4].xyz; mediump vec3 dirToLight_11; dirToLight_11 = tmpvar_10; lcolor_5 = (lcolor_5 + min (( (max (dot (eyeNormal_6, dirToLight_11), 0.0) * unity_LightColor[il_4].xyz) * 0.5), vec3(1.0, 1.0, 1.0))); il_4++; }; color_7.xyz = lcolor_5; j_3 = 0; while (true) { highp float tmpvar_12; tmpvar_12 = min (float(unity_VertexLightParams.y), 4.0); if ((j_3 >= int(tmpvar_12))) { break; }; color_7.xyz = (color_7.xyz + unity_LightColor[j_3].xyz); j_3++; }; tmpvar_8 = color_7; highp vec4 tmpvar_13; tmpvar_13.w = 1.0; tmpvar_13.xyz = tmpvar_1; xlv_COLOR0 = tmpvar_8; gl_Position = tmpvar_13; } // stats: 22 alu 0 tex 4 flow // inputs: 2 // #0: _glesVertex (high float) 4x1 [-1] // #1: _glesNormal (high float) 3x1 [-1] // uniforms: 3 (total size: 0) // #0: unity_LightColor (medium float) 4x1 [8] // #1: unity_LightPosition (high float) 4x1 [8] // #2: unity_VertexLightParams (high int) 4x1 [-1]