uniform vec4 _Control_ST;
uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
uniform vec4 _Splat0_ST;
uniform vec4 _Splat1_ST;
uniform vec4 _Splat2_ST;
uniform vec4 _Splat3_ST;
uniform vec4 unity_4LightAtten0;
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosZ0;
uniform vec3 unity_LightColor0;
uniform vec3 unity_LightColor1;
uniform vec3 unity_LightColor2;
uniform vec3 unity_LightColor3;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHC;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
void main ()
{
  vec3 worldPos_1;
  vec3 worldN_2;
  vec4 tmpvar_3;
  vec4 tmpvar_4;
  vec4 pos_5;
  pos_5 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _Control_ST.xy) + _Control_ST.zw);
  tmpvar_3.zw = ((gl_MultiTexCoord0.xy * _Splat0_ST.xy) + _Splat0_ST.zw);
  tmpvar_4.xy = ((gl_MultiTexCoord0.xy * _Splat1_ST.xy) + _Splat1_ST.zw);
  tmpvar_4.zw = ((gl_MultiTexCoord0.xy * _Splat2_ST.xy) + _Splat2_ST.zw);
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  worldN_2 = (tmpvar_6 * (gl_Normal * unity_Scale.w));
  vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = worldN_2;
  vec3 x2_8;
  vec4 vB_9;
  vec3 x1_10;
  x1_10.x = dot (unity_SHAr, tmpvar_7);
  x1_10.y = dot (unity_SHAg, tmpvar_7);
  x1_10.z = dot (unity_SHAb, tmpvar_7);
  vB_9 = (worldN_2.xyzz * worldN_2.yzzx);
  x2_8.x = dot (unity_SHBr, vB_9);
  x2_8.y = dot (unity_SHBg, vB_9);
  x2_8.z = dot (unity_SHBb, vB_9);
  worldPos_1 = (_Object2World * gl_Vertex).xyz;
  vec3 col_11;
  vec4 diff_12;
  vec4 ndotl_13;
  vec4 lengthSq_14;
  vec4 toLightZ_15;
  vec4 toLightY_16;
  vec4 toLightX_17;
  toLightX_17 = (unity_4LightPosX0 - worldPos_1.x);
  toLightY_16 = (unity_4LightPosY0 - worldPos_1.y);
  toLightZ_15 = (unity_4LightPosZ0 - worldPos_1.z);
  lengthSq_14 = (toLightX_17 * toLightX_17);
  lengthSq_14 = (lengthSq_14 + (toLightY_16 * toLightY_16));
  lengthSq_14 = (lengthSq_14 + (toLightZ_15 * toLightZ_15));
  ndotl_13 = (toLightX_17 * worldN_2.x);
  ndotl_13 = (ndotl_13 + (toLightY_16 * worldN_2.y));
  ndotl_13 = (ndotl_13 + (toLightZ_15 * worldN_2.z));
  vec4 tmpvar_18;
  tmpvar_18 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_13 * inversesqrt(lengthSq_14)));
  ndotl_13 = tmpvar_18;
  diff_12 = (tmpvar_18 * (1.0/((1.0 + 
    (lengthSq_14 * unity_4LightAtten0)
  ))));
  col_11 = (unity_LightColor0 * diff_12.x);
  col_11 = (col_11 + (unity_LightColor1 * diff_12.y));
  col_11 = (col_11 + (unity_LightColor2 * diff_12.z));
  col_11 = (col_11 + (unity_LightColor3 * diff_12.w));
  vec4 o_19;
  o_19 = (pos_5 * 0.5);
  vec2 tmpvar_20;
  tmpvar_20.x = o_19.x;
  tmpvar_20.y = (o_19.y * _ProjectionParams.x);
  o_19.xy = (tmpvar_20 + o_19.w);
  o_19.zw = pos_5.zw;
  gl_Position = pos_5;
  vec4 tmpvar_21;
  tmpvar_21.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_21.x = pos_5.z;
  xlv_FOG = tmpvar_21;
  gl_TexCoord[0] = tmpvar_3;
  gl_TexCoord[1] = tmpvar_4;
  vec4 tmpvar_22;
  tmpvar_22.zw = vec2(0.0, 0.0);
  tmpvar_22.xy = ((gl_MultiTexCoord0.xy * _Splat3_ST.xy) + _Splat3_ST.zw);
  gl_TexCoord[2] = tmpvar_22;
  vec4 tmpvar_23;
  tmpvar_23.w = 0.0;
  tmpvar_23.xyz = worldN_2;
  gl_TexCoord[3] = tmpvar_23;
  vec4 tmpvar_24;
  tmpvar_24.w = 0.0;
  tmpvar_24.xyz = (((x1_10 + x2_8) + (unity_SHC.xyz * 
    ((worldN_2.x * worldN_2.x) - (worldN_2.y * worldN_2.y))
  )) + col_11);
  gl_TexCoord[4] = tmpvar_24;
  gl_TexCoord[5] = o_19;
}


// stats: 63 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: 24 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _Control_ST (high float) 4x1 [-1]
//  #2: _Object2World (high float) 4x4 [-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_4LightAtten0 (high float) 4x1 [-1]
//  #9: unity_4LightPosX0 (high float) 4x1 [-1]
//  #10: unity_4LightPosY0 (high float) 4x1 [-1]
//  #11: unity_4LightPosZ0 (high float) 4x1 [-1]
//  #12: unity_LightColor0 (high float) 3x1 [-1]
//  #13: unity_LightColor1 (high float) 3x1 [-1]
//  #14: unity_LightColor2 (high float) 3x1 [-1]
//  #15: unity_LightColor3 (high float) 3x1 [-1]
//  #16: unity_SHAb (high float) 4x1 [-1]
//  #17: unity_SHAg (high float) 4x1 [-1]
//  #18: unity_SHAr (high float) 4x1 [-1]
//  #19: unity_SHBb (high float) 4x1 [-1]
//  #20: unity_SHBg (high float) 4x1 [-1]
//  #21: unity_SHBr (high float) 4x1 [-1]
//  #22: unity_SHC (high float) 4x1 [-1]
//  #23: unity_Scale (high float) 4x1 [-1]
