uniform vec4 _Control_ST; uniform vec4 _ProjectionParams; uniform vec4 _Splat0_ST; uniform vec4 _Splat1_ST; uniform vec4 _Splat2_ST; uniform vec4 _Splat3_ST; uniform vec4 unity_LightmapFade; uniform vec4 unity_LightmapST; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec3 tmpvar_3; vec4 pos_4; pos_4 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Control_ST.xy) + _Control_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Splat0_ST.xy) + _Splat0_ST.zw); tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _Splat1_ST.xy) + _Splat1_ST.zw); tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _Splat2_ST.xy) + _Splat2_ST.zw); vec4 o_5; o_5 = (pos_4 * 0.5); vec2 tmpvar_6; tmpvar_6.x = o_5.x; tmpvar_6.y = (o_5.y * _ProjectionParams.x); o_5.xy = (tmpvar_6 + o_5.w); o_5.zw = pos_4.zw; tmpvar_3.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_3.z = ((-( (gl_ModelViewMatrix * gl_Vertex) .z) * unity_LightmapFade.z) + unity_LightmapFade.w); gl_Position = pos_4; vec4 tmpvar_7; tmpvar_7.yzw = vec3(0.0, 0.0, 0.0); tmpvar_7.x = pos_4.z; xlv_FOG = tmpvar_7; gl_TexCoord[0] = tmpvar_1; gl_TexCoord[1] = tmpvar_2; vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 0.0); tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _Splat3_ST.xy) + _Splat3_ST.zw); gl_TexCoord[2] = tmpvar_8; gl_TexCoord[3] = o_5; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = tmpvar_3; gl_TexCoord[4] = tmpvar_9; } // stats: 23 alu 0 tex 0 flow // inputs: 3 // #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9 // #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 10 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: gl_ModelViewMatrix (high float) 4x4 [-1] // #2: _Control_ST (high float) 4x1 [-1] // #3: _ProjectionParams (high float) 4x1 [-1] // #4: _Splat0_ST (high float) 4x1 [-1] // #5: _Splat1_ST (high float) 4x1 [-1] // #6: _Splat2_ST (high float) 4x1 [-1] // #7: _Splat3_ST (high float) 4x1 [-1] // #8: unity_LightmapFade (high float) 4x1 [-1] // #9: unity_LightmapST (high float) 4x1 [-1]