uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.w = 1.0;
  tmpvar_1.xyz = _WorldSpaceCameraPos;
  vec4 tmpvar_2;
  tmpvar_2.w = 0.0;
  tmpvar_2.xyz = reflect (-(normalize ((((_World2Object * tmpvar_1).xyz * unity_Scale.w) - gl_Vertex.xyz))), gl_Normal);
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  gl_FrontColor = gl_Color;
  vec4 tmpvar_3;
  tmpvar_3.w = 0.0;
  tmpvar_3.xyz = (gl_ModelViewMatrix * tmpvar_2).xyz;
  gl_TexCoord[0] = tmpvar_3;
}

