varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_SHC;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 _WorldSpaceLightPos0;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _BumpMap_ST;
void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (gl_Normal * unity_Scale.w));
  vec3 tmpvar_5;
  tmpvar_5 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
  mat3 tmpvar_6;
  tmpvar_6[0].x = TANGENT.x;
  tmpvar_6[0].y = tmpvar_5.x;
  tmpvar_6[0].z = gl_Normal.x;
  tmpvar_6[1].x = TANGENT.y;
  tmpvar_6[1].y = tmpvar_5.y;
  tmpvar_6[1].z = gl_Normal.y;
  tmpvar_6[2].x = TANGENT.z;
  tmpvar_6[2].y = tmpvar_5.z;
  tmpvar_6[2].z = gl_Normal.z;
  vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = _WorldSpaceCameraPos;
  vec4 tmpvar_8;
  tmpvar_8.w = 1.0;
  tmpvar_8.xyz = tmpvar_4;
  vec3 x2_9;
  vec3 x1_10;
  x1_10.x = dot (unity_SHAr, tmpvar_8);
  x1_10.y = dot (unity_SHAg, tmpvar_8);
  x1_10.z = dot (unity_SHAb, tmpvar_8);
  vec4 tmpvar_11;
  tmpvar_11 = (tmpvar_4.xyzz * tmpvar_4.yzzx);
  x2_9.x = dot (unity_SHBr, tmpvar_11);
  x2_9.y = dot (unity_SHBg, tmpvar_11);
  x2_9.z = dot (unity_SHBb, tmpvar_11);
  gl_Position = tmpvar_2;
  vec4 tmpvar_12;
  tmpvar_12.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_12.x = tmpvar_2.z;
  xlv_FOG = tmpvar_12;
  gl_TexCoord[0] = tmpvar_1;
  vec4 tmpvar_13;
  tmpvar_13.w = 0.0;
  tmpvar_13.xyz = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - gl_Vertex.xyz));
  gl_TexCoord[1] = tmpvar_13;
  vec4 tmpvar_14;
  tmpvar_14.w = 0.0;
  tmpvar_14.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
  gl_TexCoord[2] = tmpvar_14;
  vec4 tmpvar_15;
  tmpvar_15.w = 0.0;
  tmpvar_15.xyz = ((x1_10 + x2_9) + (unity_SHC.xyz * ((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y))));
  gl_TexCoord[3] = tmpvar_15;
}

