uniform vec4 _Illum_ST; uniform vec4 _MainTex_ST; uniform vec4 _ProjectionParams; uniform vec4 unity_LightmapFade; uniform vec4 unity_LightmapST; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec3 tmpvar_2; vec4 pos_3; pos_3 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Illum_ST.xy) + _Illum_ST.zw); vec4 o_4; o_4 = (pos_3 * 0.5); vec2 tmpvar_5; tmpvar_5.x = o_4.x; tmpvar_5.y = (o_4.y * _ProjectionParams.x); o_4.xy = (tmpvar_5 + o_4.w); o_4.zw = pos_3.zw; tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); tmpvar_2.z = ((-( (gl_ModelViewMatrix * gl_Vertex) .z) * unity_LightmapFade.z) + unity_LightmapFade.w); gl_Position = pos_3; vec4 tmpvar_6; tmpvar_6.yzw = vec3(0.0, 0.0, 0.0); tmpvar_6.x = pos_3.z; xlv_FOG = tmpvar_6; gl_TexCoord[0] = tmpvar_1; gl_TexCoord[1] = o_4; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = tmpvar_2; gl_TexCoord[2] = tmpvar_7; } // stats: 16 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: 7 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: gl_ModelViewMatrix (high float) 4x4 [-1] // #2: _Illum_ST (high float) 4x1 [-1] // #3: _MainTex_ST (high float) 4x1 [-1] // #4: _ProjectionParams (high float) 4x1 [-1] // #5: unity_LightmapFade (high float) 4x1 [-1] // #6: unity_LightmapST (high float) 4x1 [-1]