#line 14 struct v2f { mediump vec4 pos; mediump vec4 color; }; #line 9 struct appdata { highp vec4 vertex; highp vec3 normal; }; uniform highp mat4 UNITY_MATRIX_MVP; uniform highp vec4 unity_LightAtten[4]; uniform highp vec4 unity_LightColor[4]; v2f xlat_main( in appdata v ); #line 35 v2f xlat_main( in appdata v ) { v2f o; highp int i = 0; highp int i_1 = 0; highp int j = 3; highp int i_2 = 0; highp vec4 l; highp int i_3 = 0; highp vec4 l_1; highp int k = 1; highp int z; #line 38 o.pos = (UNITY_MATRIX_MVP * v.vertex); o.color = vec4( 0.00000); for ( ; (i < 2); (++i)) { o.color += unity_LightColor[i]; } #line 45 for ( ; (i_1 < 4); (++i_1)) { o.color += unity_LightColor[i_1]; } #line 49 for ( ; (j >= 0); j = (j - 1)) { o.color += unity_LightColor[j]; } #line 53 for ( ; (i_2 < 2); (++i_2)) { l = (unity_LightColor[i_2] * unity_LightAtten[i_2].x); o.color += l; } #line 59 for ( ; (i_3 < 2); (++i_3)) { l_1 = (unity_LightColor[i_3] * unity_LightAtten[i_3].z); o.color += l_1; } #line 65 while ( (k < 3) ) { o.color += unity_LightColor[k].x; #line 69 z = (k + 1); k = z; } #line 73 return o; } varying mediump vec4 xlv_TEXCOORD0; void main() { v2f xl_retval; appdata xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.normal = vec3( gl_Normal); xl_retval = xlat_main( xlt_v); gl_Position = vec4( xl_retval.pos); xlv_TEXCOORD0 = vec4( xl_retval.color); }