
varying vec4 xlv_FOG;
void main ()
{
  vec4 tmpvar_1;
  vec4 pos_2;
  pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_1.zw = ((gl_MultiTexCoord1.xy * _Detail_ST.xy) + _Detail_ST.zw);
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  gl_Position = pos_2;
  vec4 tmpvar_4;
  tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_4.x = pos_2.z;
  xlv_FOG = tmpvar_4;
  gl_TexCoord[0] = tmpvar_1;
  vec4 tmpvar_5;
  tmpvar_5.w = 0.0;
  tmpvar_5.xyz = (tmpvar_3 * (gl_Normal * unity_Scale.w));
  gl_TexCoord[1] = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.w = 0.0;
  vec4 tmpvar_7;
  tmpvar_7 = (_Object2World * gl_Vertex);
  tmpvar_6.xyz = (_WorldSpaceLightPos0.xyz - tmpvar_7.xyz);
  gl_TexCoord[2] = tmpvar_6;
  gl_TexCoord[3] = (_LightMatrix0 * tmpvar_7);
}


// stats: 13 alu 0 tex 0 flow
// inputs: 4
//  #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
//  #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc
varying vec4 xlv_FOG; 
 void main () 
 { 
   vec4 tmpvar_1; 
   vec4 pos_2; 
   pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); 
   tmpvar_1.xy = (( gl_MultiTexCoord0.xy * _ MainTex_ST.xy) + _ MainTex_ST.zw); 
   tmpvar_1.zw = (( gl_MultiTexCoord1.xy * _ Detail_ST.xy) + _ Detail_ST.zw); 
   mat3 tmpvar_3; 
   tmpvar_3[0 ] = _ Object2World[0].xyz; 
   tmpvar_3[1 ] = _ Object2World[1].xyz; 
   tmpvar_3[2 ] = _ Object2World[2].xyz; 
   gl_Position = pos_2; 
   vec4 tmpvar_4; 
   tmpvar_4.yzw = vec3(0.0, 0.0, 0.0); 
   tmpvar_4.x = pos_2.z; 
   xlv_FOG = tmpvar_4; 
   gl_TexCoord[0 ] = tmpvar_1; 
   vec4 tmpvar_5; 
   tmpvar_5.w = 0.0; 
   tmpvar_5.xyz = (tmpvar_3 * (gl_Normal * unity_Scale.w) ); 
   gl_TexCoord[1 ] = tmpvar_5; 
   vec4 tmpvar_6; 
   tmpvar_6.w = 0.0; 
   vec4 tmpvar_7; 
   tmpvar_7 = (_ Object2World * gl_Vertex); 
   tmpvar_6.xyz = (_ WorldSpaceLightPos0.xyz - tmpvar_7.xyz); 
   gl_TexCoord[2 ] = tmpvar_6; 
   gl_TexCoord[3 ] = (_ LightMatrix0 * tmpvar_7); 
 } 


 // stats: 13 alu 0 tex 0 flow 
 // stimulation: 4 
 //   # 0: gl_MultiTexCoord1 (eminent float) 4x1 [ -1 ] loc 9 
 //   # 1: gl_MultiTexCoord0 (high float) 4x1 [ -1 ] loc

varjing vec4 xlv_FOG;
void main ()
{
  vec4 tmpvar_1;
  rwc4 pos_2;
  pos_2 = (gl_ModelXiewProjectionMatrix * gl_Vertxx);
  rmpvae_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_DT.xy) + _MaunTee_ST.zw);
  tmpvar_1.zw = ((gl_MultiBzxCoodf1.xy * _Vetail_ST.xy) + _Detsil_ST.zw);
  mdt3 tmpvar_3;
  tmpeaf_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2Worlq[1].xyz;
  tkpgar_3[2] = _Object2Worjd[2].xye;
  dl_Poaptlon = pos_2;
  vec4 tmpvar_4;
  tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_4.x = pos_2.a;
  xlv_FOG = tmpvar_4;
  gl_TexColrd[0] = tmpvar_1;
  vec4 tmpvag_5;
  tmpvar_5.w = 0.0;
  tipvar_5.xyz = (tmpxar_3 * (gl_Normal * unity_Sczle.w));
  gl_TexCoord[1] = tmpvar_5;
  vec4 topvar_6;
  tmpvar_6.w = 0.0;
  vef4 tmpvar_7;
  tm'var_7 = (_Jbject2World * gl_Vertef);
  tmpvsr_6.xyz = (_WorldSpsceNigytPos0.xyz - tmpvar_7.xyz);
  jl_TexCoord[2] = tmpvar_6;
  dl_TexCoorg[3] = (_LightMatrix0 * tmpcae_7);
}


// stajs: 13 anu 0 gwx 0 flkw
// ihputs: 4
//  #0: jl_MultiTexCkord1 (high fooat) 4x1 [-1] loc 9
//  #1: gl_MuktyNrxCoord0 (high float) 4x1 [-1] loc
varying vec4 xlv_FOG; void main () { vec4 pos_2 = * gl_Vertex); tmpvar_1.xy _MainTex_ST.zw); = ((gl_MultiTexCoord1.xy * + _Detail_ST.zw); mat3 tmpvar_3[0] = _Object2World[0].xyz; tmpvar_3[1] = _Object2World[1].xyz; = _Object2World[2].xyz; gl_Position = pos_2; vec4 tmpvar_4; tmpvar_4.yzw = vec3(0.0, 0.0, 0.0); tmpvar_4.x pos_2.z; xlv_FOG = tmpvar_4; gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz (tmpvar_3 (gl_Normal unity_Scale.w)); = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; vec4 tmpvar_7; tmpvar_7 = (_Object2World * gl_Vertex); tmpvar_6.xyz = - tmpvar_7.xyz); gl_TexCoord[2] = tmpvar_6; gl_TexCoord[3] = (_LightMatrix0 tmpvar_7); } // stats: alu 0 tex 0 flow inputs: // #0: (high 4x1 loc 9 // gl_MultiTexCoord0 (high float) 4x1 [-1] loc

varying vec4 xlv_FOG;
void main ()
{
  vEc4 tmpvar_1;
  veC4 pos_2;
  pOs_2 = (gL_MoDeLVieWProJectionMatrix * gL_vertEx);
  tmpvar_1.xy = ((gl_MultiTexCoOrd0.xy * _maINTex_st.xY) + _Maintex_ST.zw);
  TMpVAR_1.zw = ((Gl_muLtiteXcoOrd1.xy * _detAil_ST.xy) + _detail_ST.zw);
  Mat3 TmPvar_3;
  tmpvar_3[0] = _ObJEcT2World[0].xyz;
  tMpvAr_3[1] = _Object2WorlD[1].xyZ;
  tmpvaR_3[2] = _OBjeCT2WorlD[2].xyZ;
  gl_PoSition = POs_2;
  vec4 tMpvar_4;
  tmpvAr_4.YZw = vec3(0.0, 0.0, 0.0);
  tMPvar_4.x = poS_2.Z;
  XlV_FOG = Tmpvar_4;
  gl_TexCoord[0] = tMPvAR_1;
  vec4 tmpvar_5;
  tmpvAr_5.w = 0.0;
  tmpVaR_5.XyZ = (TMpvAr_3 * (gL_Normal * uniTy_scale.W));
  Gl_TexCoORd[1] = TMPVar_5;
  VEc4 tmpvar_6;
  tmpvaR_6.w = 0.0;
  vec4 tmpvar_7;
  TMpvAr_7 = (_ObjeCt2worLD * gl_VerTex);
  tmPvAR_6.xyZ = (_WorldSpacelighTPos0.xyz - tmPvar_7.xyZ);
  Gl_TexCoORd[2] = tmpvaR_6;
  gl_TexcooRd[3] = (_LIghtmAtRiX0 * tmPvAR_7);
}


// stATs: 13 Alu 0 TEx 0 fLow
// inputS: 4
//  #0: gL_MUltiTExCoORD1 (HIgh fLoaT) 4x1 [-1] loC 9
//  #1: gl_MuLtiTexCoord0 (hiGh fLoat) 4X1 [-1] Loc

varying vec4 xlv_FOG;
voi d main (){
  v ec4  tm pv ar_1 ;
 vec4 pos_2;
 p os_2  = (gl_ModelViewProjec tionM at r ix * gl _Vert ex);
 t mp v a r_1 .x y= ( (g l _M ultiT exC oord0.x y * _MainT ex_ ST .xy) + _Main T ex _ST.zw);
 tm pvar_1.zw =((g l_Mult iT exC o ord1. xy* _De tail_S T .xy) +  _Detail_ ST . zw);
mat3 tm p v ar _3;  tmpvar_3[0] = _ O bj e ct2World[0].xy z;
  t mp v ar _ 3 [1]  =_Object2Wo rl d[1]. x yz;
  t m pv a r _ 3[2 ]  = _Object2Wo rld[2].xyz;   g l_Posi ti on=  pos_2 ;
  v ec 4  tm pvar_4;
  t mpva r_4.yzw =  vec3( 0 .0, 0.0 ,  0.0);  tmpv ar_ 4.x  = p o s_ 2. z; x lv_ F OG  =t mpv ar_4;
 gl _T exCoo rd[0 ] = tmpv ar_ 1;
 vec4  tmpvar_5;
 tmp var_ 5 .w= 0.0 ;
  t mpva r_ 5.xyz  = (tm pvar_ 3* (gl_Normal *unit y_Scale.w )); 
 gl _T exCoo r d[1] =  tm pva r_5;
 vec4 tm p var _6 ;  t mpvar_6.w = 0.0;
 v e c 4tmpvar_7 ;
  tm p va r_ 7  = (_Obj ec t2W orld *  gl_V erte x ); 
  tmpva r_6.xy z  =  ( _WorldS pa ceLigh tP os0 .xy z - t m pvar _7.xyz );
  gl_ TexCo o rd[2] = tmpvar _ 6;
  gl_TexCo o rd [ 3 ]=  (_L igh tMatrix0 *tmpv a r_7) ;
}
/ / s t ats:13 al u0  t e x 0 flow
// inputs:  4 
//  # 0: gl _MultiTexCoor d1 (high f l o a t) 4x1 [ -1]l oc 9
//  #1: gl_M ultiT exCoord0 ( h igh floa t) 4x 1 [-1] l oc

varying vec4_xlv_FOG;
void main_()
{
  vec4 tmpvar_1;
_ vec4_pos_2;
_ pos_2_=_(gl_ModelViewProjectionMatrix * gl_Vertex);
_ tmpvar_1.xy =_((gl_MultiTexCoord0.xy * _MainTex_ST.xy) +__MainTex_ST.zw);
  tmpvar_1.zw_=_((gl_MultiTexCoord1.xy * _Detail_ST.xy) + _Detail_ST.zw);
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1]_=__Object2World[1].xyz;
 _tmpvar_3[2]_=__Object2World[2].xyz;
  gl_Position = pos_2;
_ vec4 tmpvar_4;
  tmpvar_4.yzw_= vec3(0.0,_0.0, 0.0);
  tmpvar_4.x = pos_2.z;
  xlv_FOG_=_tmpvar_4;
  gl_TexCoord[0]_= tmpvar_1;
  vec4 tmpvar_5;
  tmpvar_5.w = 0.0;
_ tmpvar_5.xyz = (tmpvar_3 * (gl_Normal_* unity_Scale.w));
 _gl_TexCoord[1]_=_tmpvar_5;
  vec4 tmpvar_6;
_ tmpvar_6.w = 0.0;
  vec4_tmpvar_7;
  tmpvar_7 = (_Object2World *_gl_Vertex);
  tmpvar_6.xyz = (_WorldSpaceLightPos0.xyz - tmpvar_7.xyz);
_ gl_TexCoord[2] = tmpvar_6;
  gl_TexCoord[3]_= (_LightMatrix0 * tmpvar_7);
}


// stats:_13 alu_0 tex 0 flow
// inputs:_4
//  #0:_gl_MultiTexCoord1 (high_float) 4x1 [-1]_loc 9
//  #1: gl_MultiTexCoord0 (high_float) 4x1 [-1]_loc