#version 300 es in vec4 _glesVertex; in vec3 _glesNormal; uniform mediump vec4 unity_LightColor[8]; uniform highp vec4 unity_LightPosition[8]; uniform highp ivec4 unity_VertexLightParams; out 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 j_4; highp int il_5; mediump vec3 lcolor_6; mediump vec3 eyeNormal_7; mediump vec4 color_8; lowp vec4 tmpvar_9; color_8 = vec4(0.0, 0.0, 0.0, 1.1); eyeNormal_7 = tmpvar_2; lcolor_6 = vec3(0.0, 0.0, 0.0); il_5 = 0; while (true) { highp float tmpvar_10; tmpvar_10 = min (8.0, float(unity_VertexLightParams.x)); if ((float(il_5) >= tmpvar_10)) { break; }; highp vec3 tmpvar_11; tmpvar_11 = unity_LightPosition[il_5].xyz; mediump vec3 dirToLight_12; dirToLight_12 = tmpvar_11; lcolor_6 = (lcolor_6 + min (( (max (dot (eyeNormal_7, dirToLight_12), 0.0) * unity_LightColor[il_5].xyz) * 0.5), vec3(1.0, 1.0, 1.0))); il_5++; }; color_8.xyz = lcolor_6; j_4 = 0; while (true) { highp float tmpvar_13; tmpvar_13 = min (float(unity_VertexLightParams.y), 4.0); if ((j_4 >= int(tmpvar_13))) { break; }; color_8.xyz = (color_8.xyz + unity_LightColor[j_4].xyz); j_4++; }; j_3 = 0; while (true) { highp int tmpvar_14; tmpvar_14 = min (unity_VertexLightParams.y, 4); if ((j_3 >= tmpvar_14)) { break; }; color_8.xyz = (color_8.xyz * unity_LightColor[j_3].xyz); j_3++; }; tmpvar_9 = color_8; highp vec4 tmpvar_15; tmpvar_15.w = 1.0; tmpvar_15.xyz = tmpvar_1; xlv_COLOR0 = tmpvar_9; gl_Position = tmpvar_15; } // stats: 27 alu 0 tex 6 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]