varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _BumpMap_ST;
void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = _WorldSpaceCameraPos;
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * (gl_Vertex.xyz - ((_World2Object * tmpvar_3).xyz * unity_Scale.w)));
  vec3 tmpvar_6;
  tmpvar_6 = (cross (gl_Normal, TANGENT.xyz) * TANGENT.w);
  mat3 tmpvar_7;
  tmpvar_7[0].x = TANGENT.x;
  tmpvar_7[0].y = tmpvar_6.x;
  tmpvar_7[0].z = gl_Normal.x;
  tmpvar_7[1].x = TANGENT.y;
  tmpvar_7[1].y = tmpvar_6.y;
  tmpvar_7[1].z = gl_Normal.y;
  tmpvar_7[2].x = TANGENT.z;
  tmpvar_7[2].y = tmpvar_6.z;
  tmpvar_7[2].z = gl_Normal.z;
  vec4 tmpvar_8;
  tmpvar_8.xyz = (tmpvar_7 * _Object2World[0].xyz);
  tmpvar_8.w = tmpvar_5.x;
  vec4 tmpvar_9;
  tmpvar_9.xyz = (tmpvar_7 * _Object2World[1].xyz);
  tmpvar_9.w = tmpvar_5.y;
  vec4 tmpvar_10;
  tmpvar_10.xyz = (tmpvar_7 * _Object2World[2].xyz);
  tmpvar_10.w = tmpvar_5.z;
  vec4 o_i0;
  vec4 tmpvar_11;
  tmpvar_11 = (tmpvar_2 * 0.5);
  o_i0 = tmpvar_11;
  vec2 tmpvar_12;
  tmpvar_12.x = tmpvar_11.x;
  tmpvar_12.y = (tmpvar_11.y * _ProjectionParams.x);
  o_i0.xy = (tmpvar_12 + tmpvar_11.w);
  o_i0.zw = tmpvar_2.zw;
  vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_2;
  vec4 tmpvar_14;
  tmpvar_14.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_14.x = tmpvar_2.z;
  xlv_FOG = tmpvar_14;
  gl_TexCoord[0] = tmpvar_1;
  vec4 tmpvar_15;
  tmpvar_15.w = 0.0;
  tmpvar_15.xyz = (tmpvar_7 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - gl_Vertex.xyz));
  gl_TexCoord[1] = tmpvar_15;
  gl_TexCoord[2] = o_i0;
  gl_TexCoord[3] = (tmpvar_8 * unity_Scale.w);
  gl_TexCoord[4] = (tmpvar_9 * unity_Scale.w);
  gl_TexCoord[5] = (tmpvar_10 * unity_Scale.w);
}

