uniform vec4 _ProjectionParams; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform vec4 _DetailAlbedoMap_ST; uniform vec4 unity_LightmapST; attribute vec4 TANGENT; varying vec4 xlv_TEXCOORD0; varying vec4 xlv_TEXCOORD1; varying vec3 xlv_TEXCOORD2; varying vec4 xlv_TEXCOORD3; varying vec3 xlv_TEXCOORD4; varying vec4 xlv_TEXCOORD5; varying vec3 xlv_TEXCOORD7; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; vec3 tmpvar_4; vec3 tmpvar_5; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _DetailAlbedoMap_ST.xy) + _DetailAlbedoMap_ST.zw); mat3 tmpvar_6; tmpvar_6[0] = _Object2World[0].xyz; tmpvar_6[1] = _Object2World[1].xyz; tmpvar_6[2] = _Object2World[2].xyz; mat3 tmpvar_7; tmpvar_7[0] = _Object2World[0].xyz; tmpvar_7[1] = _Object2World[1].xyz; tmpvar_7[2] = _Object2World[2].xyz; vec4 tmpvar_8; tmpvar_8.xyz = (tmpvar_7 * TANGENT.xyz); tmpvar_8.w = TANGENT.w; tmpvar_3.w = tmpvar_8.w; tmpvar_3.xyz = normalize(tmpvar_8.xyz); vec4 o_9; vec4 tmpvar_10; tmpvar_10 = (tmpvar_1 * 0.5); vec2 tmpvar_11; tmpvar_11.x = tmpvar_10.x; tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); o_9.xy = (tmpvar_11 + tmpvar_10.w); o_9.zw = tmpvar_1.zw; tmpvar_4.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_4.z = 0.0; gl_Position = tmpvar_1; xlv_TEXCOORD0 = tmpvar_2; xlv_TEXCOORD1 = (_Object2World * gl_Vertex); xlv_TEXCOORD2 = normalize((tmpvar_6 * gl_Normal)); xlv_TEXCOORD3 = tmpvar_3; xlv_TEXCOORD4 = tmpvar_4; xlv_TEXCOORD5 = o_9; xlv_TEXCOORD7 = tmpvar_5; } // stats: 16 alu 0 tex 0 flow // inputs: 5 // #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9 // #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #2: gl_Normal (high float) 3x1 [-1] loc 2 // #3: gl_Vertex (high float) 4x1 [-1] loc 0 // #4: TANGENT (high float) 4x1 [-1] // uniforms: 6 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _ProjectionParams (high float) 4x1 [-1] // #2: _Object2World (high float) 4x4 [-1] // #3: _MainTex_ST (high float) 4x1 [-1] // #4: _DetailAlbedoMap_ST (high float) 4x1 [-1] // #5: unity_LightmapST (high float) 4x1 [-1]