varying vec4 xlv_FOG;
uniform vec4 unity_LightmapST;
uniform vec4 unity_LightmapFade;
uniform vec4 _ProjectionParams;
uniform vec4 _MainTex_ST;
void main ()
{
  vec3 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 o_i0;
  vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_2 * 0.5);
  o_i0 = tmpvar_3;
  vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_i0.xy = (tmpvar_4 + tmpvar_3.w);
  o_i0.zw = tmpvar_2.zw;
  tmpvar_1.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  tmpvar_1.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w);
  gl_Position = tmpvar_2;
  vec4 tmpvar_5;
  tmpvar_5.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_5.x = tmpvar_2.z;
  xlv_FOG = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.zw = vec2(0.0, 0.0);
  tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_6;
  gl_TexCoord[1] = o_i0;
  vec4 tmpvar_7;
  tmpvar_7.w = 0.0;
  tmpvar_7.xyz = tmpvar_1;
  gl_TexCoord[2] = tmpvar_7;
}

