uniform vec4 _DecalBump_ST; uniform vec4 _Decal_ST; uniform vec4 unity_LightmapST; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec4 pos_2; pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Decal_ST.xy) + _Decal_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw); gl_Position = pos_2; vec4 tmpvar_3; tmpvar_3.yzw = vec3(0.0, 0.0, 0.0); tmpvar_3.x = pos_2.z; xlv_FOG = tmpvar_3; gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); gl_TexCoord[1] = tmpvar_4; } // stats: 9 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: 4 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _DecalBump_ST (high float) 4x1 [-1] // #2: _Decal_ST (high float) 4x1 [-1] // #3: unity_LightmapST (high float) 4x1 [-1]