varying vec4 xlv_TEXCOORD0;
uniform vec4 unity_LightPosition[4];
uniform vec4 unity_LightColor[4];
uniform vec4 unity_LightAtten[4];
uniform mat4 UNITY_MATRIX_MVP;
uniform mat4 UNITY_MATRIX_MV;
uniform mat4 UNITY_MATRIX_IT_MV;
void main ()
{
  vec3 lightColor_1;
  vec3 viewN_2;
  vec3 viewpos_3;
  viewpos_3 = (UNITY_MATRIX_MV * gl_Vertex).xyz;
  mat3 tmpvar_4;
  tmpvar_4[0] = UNITY_MATRIX_IT_MV[0].xyz;
  tmpvar_4[1] = UNITY_MATRIX_IT_MV[1].xyz;
  tmpvar_4[2] = UNITY_MATRIX_IT_MV[2].xyz;
  viewN_2 = (tmpvar_4 * gl_Normal);
  vec3 tmpvar_5;
  tmpvar_5 = (unity_LightPosition[0].xyz - viewpos_3);
  lightColor_1 = (unity_LightColor[0].xyz * (max (0.0, dot (viewN_2, normalize(tmpvar_5))) * (1.0/((1.0 + (dot (tmpvar_5, tmpvar_5) * unity_LightAtten[0].z))))));
  vec3 tmpvar_6;
  tmpvar_6 = (unity_LightPosition[1].xyz - viewpos_3);
  lightColor_1 = (lightColor_1 + (unity_LightColor[1].xyz * (max (0.0, dot (viewN_2, normalize(tmpvar_6))) * (1.0/((1.0 + (dot (tmpvar_6, tmpvar_6) * unity_LightAtten[1].z)))))));
  vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = (lightColor_1 * 2.0);
  gl_Position = (UNITY_MATRIX_MVP * gl_Vertex);
  xlv_TEXCOORD0 = tmpvar_7;
}

