varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_LightmapST;
uniform vec4 unity_LightmapFade;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform vec4 _MainTex_ST;
uniform vec4 _BumpMap_ST;
void main ()
{
  vec4 tmpvar_1;
  vec3 tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3 = (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);
  vec4 o_4;
  vec4 tmpvar_5;
  tmpvar_5 = (tmpvar_3 * 0.5);
  vec2 tmpvar_6;
  tmpvar_6.x = tmpvar_5.x;
  tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x);
  o_4.xy = (tmpvar_6 + tmpvar_5.w);
  o_4.zw = tmpvar_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);
  vec3 tmpvar_7;
  tmpvar_7 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
  mat3 tmpvar_8;
  tmpvar_8[0].x = TANGENT.x;
  tmpvar_8[0].y = tmpvar_7.x;
  tmpvar_8[0].z = gl_Normal.x;
  tmpvar_8[1].x = TANGENT.y;
  tmpvar_8[1].y = tmpvar_7.y;
  tmpvar_8[1].z = gl_Normal.y;
  tmpvar_8[2].x = TANGENT.z;
  tmpvar_8[2].y = tmpvar_7.z;
  tmpvar_8[2].z = gl_Normal.z;
  vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_3;
  vec4 tmpvar_10;
  tmpvar_10.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_10.x = tmpvar_3.z;
  xlv_FOG = tmpvar_10;
  gl_TexCoord[0] = tmpvar_1;
  vec4 tmpvar_11;
  tmpvar_11.w = 0.0;
  tmpvar_11.xyz = (tmpvar_8 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - gl_Vertex.xyz));
  gl_TexCoord[1] = tmpvar_11;
  gl_TexCoord[2] = o_4;
  vec4 tmpvar_12;
  tmpvar_12.w = 0.0;
  tmpvar_12.xyz = tmpvar_2;
  gl_TexCoord[3] = tmpvar_12;
}

