uniform vec4 _BumpMap_ST; uniform mat4 _LightMatrix0; uniform mat4 _Object2World; uniform mat4 _World2Object; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec3 binormal_1; vec4 pos_2; pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_3; tmpvar_3[0].x = TANGENT.x; tmpvar_3[0].y = binormal_1.x; tmpvar_3[0].z = gl_Normal.x; tmpvar_3[1].x = TANGENT.y; tmpvar_3[1].y = binormal_1.y; tmpvar_3[1].z = gl_Normal.y; tmpvar_3[2].x = TANGENT.z; tmpvar_3[2].y = binormal_1.z; tmpvar_3[2].z = gl_Normal.z; 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; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); gl_TexCoord[0] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = (tmpvar_3 * (( (_World2Object * _WorldSpaceLightPos0) .xyz * unity_Scale.w) - gl_Vertex.xyz)); gl_TexCoord[1] = tmpvar_6; gl_TexCoord[2] = (_LightMatrix0 * (_Object2World * gl_Vertex)); } // stats: 16 alu 0 tex 0 flow // inputs: 4 // #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 // #3: TANGENT (high float) 4x1 [-1] // uniforms: 7 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _BumpMap_ST (high float) 4x1 [-1] // #2: _LightMatrix0 (high float) 4x4 [-1] // #3: _Object2World (high float) 4x4 [-1] // #4: _World2Object (high float) 4x4 [-1] // #5: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #6: unity_Scale (high float) 4x1 [-1]