uniform vec4 _DecalTex_ST; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec4 pos_2; pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DecalTex_ST.xy) + _DecalTex_ST.zw); mat3 tmpvar_3; tmpvar_3[0] = _Object2World[0].xyz; tmpvar_3[1] = _Object2World[1].xyz; tmpvar_3[2] = _Object2World[2].xyz; gl_Position = pos_2; vec4 tmpvar_4; tmpvar_4.yzw = vec3(0.0, 0.0, 0.0); tmpvar_4.x = pos_2.z; xlv_FOG = tmpvar_4; gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = (tmpvar_3 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = _WorldSpaceLightPos0.xyz; gl_TexCoord[2] = tmpvar_6; } // stats: 10 alu 0 tex 0 flow // inputs: 3 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Normal (high float) 3x1 [-1] loc 2 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 6 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _DecalTex_ST (high float) 4x1 [-1] // #2: _MainTex_ST (high float) 4x1 [-1] // #3: _Object2World (high float) 4x4 [-1] // #4: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #5: unity_Scale (high float) 4x1 [-1]