#version 300 es uniform mat4 glstate_matrix_mvp; in highp vec4 attrVertex; in mediump vec3 attrNormal; in mediump vec4 attrTangent; uniform highp mat4 _Object2World; uniform highp mat4 _World2Object; uniform highp vec3 _WorldSpaceCameraPos; uniform lowp vec4 _WorldSpaceLightPos0; uniform highp vec4 unity_Scale; out lowp vec3 varWorldN; out lowp vec3 varLightDir; out lowp vec3 varViewDir; void main () { mediump vec3 lightDir_1; highp vec3 worldN_2; lowp vec3 tmpvar_3; lowp vec3 tmpvar_4; lowp vec3 tmpvar_5; highp mat3 tmpvar_6; tmpvar_6[uint(0)] = _Object2World[0].xyz; tmpvar_6[1u] = _Object2World[1].xyz; tmpvar_6[2u] = _Object2World[2].xyz; mediump vec3 tmpvar_7; tmpvar_7 = (tmpvar_6 * attrNormal); worldN_2 = tmpvar_7; tmpvar_5 = worldN_2; mediump vec3 tmpvar_8; mediump vec3 tmpvar_9; tmpvar_8 = attrTangent.xyz; tmpvar_9 = (((attrNormal.yzx * attrTangent.zxy) - (attrNormal.zxy * attrTangent.yzx)) * attrTangent.w); mediump mat3 tmpvar_10; tmpvar_10[uint(0)].x = tmpvar_8.x; tmpvar_10[uint(0)].y = tmpvar_9.x; tmpvar_10[uint(0)].z = attrNormal.x; tmpvar_10[1u].x = tmpvar_8.y; tmpvar_10[1u].y = tmpvar_9.y; tmpvar_10[1u].z = attrNormal.y; tmpvar_10[2u].x = tmpvar_8.z; tmpvar_10[2u].y = tmpvar_9.z; tmpvar_10[2u].z = attrNormal.z; highp vec3 tmpvar_11; tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); lightDir_1 = tmpvar_11; tmpvar_3 = lightDir_1; highp vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = _WorldSpaceCameraPos; highp vec3 tmpvar_13; tmpvar_13 = normalize((lightDir_1 + normalize( (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - attrVertex.xyz)) ))); tmpvar_4 = tmpvar_13; gl_Position = (glstate_matrix_mvp * attrVertex); varWorldN = tmpvar_5; varLightDir = tmpvar_3; varViewDir = tmpvar_4; } // stats: 16 alu 0 tex 0 flow // inputs: 3 // #0: attrVertex (high float) 4x1 [-1] // #1: attrNormal (medium float) 3x1 [-1] // #2: attrTangent (medium float) 4x1 [-1] // uniforms: 6 (total size: 0) // #0: glstate_matrix_mvp (high float) 4x4 [-1] // #1: _Object2World (high float) 4x4 [-1] // #2: _World2Object (high float) 4x4 [-1] // #3: _WorldSpaceCameraPos (high float) 3x1 [-1] // #4: _WorldSpaceLightPos0 (low float) 4x1 [-1] // #5: unity_Scale (high float) 4x1 [-1]