varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform vec4 _MainTex_ST;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 o_2;
  vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_1 * 0.5);
  vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_4 + tmpvar_3.w);
  o_2.zw = tmpvar_1.zw;
  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;
  gl_Position = tmpvar_1;
  vec4 tmpvar_8;
  tmpvar_8.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_8.x = tmpvar_1.z;
  xlv_FOG = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9.zw = vec2(0.0, 0.0);
  tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_9;
  vec4 tmpvar_10;
  tmpvar_10.w = 0.0;
  tmpvar_10.xyz = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - gl_Vertex.xyz));
  gl_TexCoord[1] = tmpvar_10;
  gl_TexCoord[2] = o_2;
  vec4 tmpvar_11;
  tmpvar_11.w = 0.0;
  tmpvar_11.xyz = (tmpvar_6 * (gl_Normal * unity_Scale.w));
  gl_TexCoord[3] = tmpvar_11;
}

