#line 123 struct v2f_vertex_lit { highp vec2 uv; highp vec4 diff; highp vec4 spec; }; #line 159 struct v2f_img { highp vec4 pos; highp vec2 uv; }; #line 153 struct appdata_img { highp vec4 vertex; highp vec2 texcoord; }; #line 1 uniform highp mat4 glstate_matrix_mvp; uniform highp mat4 glstate_matrix_modelview0; uniform highp mat4 glstate_matrix_projection; uniform highp mat4 glstate_matrix_transpose_modelview0; #line 5 uniform highp mat4 glstate_matrix_invtrans_modelview0; uniform highp mat4 glstate_matrix_texture0; uniform highp mat4 glstate_matrix_texture1; uniform highp mat4 glstate_matrix_texture2; #line 9 uniform highp mat4 glstate_matrix_texture3; uniform highp vec4 glstate_lightmodel_ambient; uniform highp vec4 _Time; uniform highp vec4 _SinTime; #line 13 uniform highp vec4 _CosTime; uniform highp vec4 _ProjectionParams; uniform highp vec4 _ScreenParams; uniform highp vec4 unity_Scale; #line 17 uniform highp vec3 _WorldSpaceCameraPos; uniform highp vec4 _WorldSpaceLightPos0; uniform highp mat4 _Object2World; uniform highp mat4 _World2Object; uniform highp vec4 _LightPositionRange; #line 46 #line 51 #line 56 #line 61 #line 65 #line 70 uniform highp vec4 unity_4LightPosX0; uniform highp vec4 unity_4LightPosY0; uniform highp vec4 unity_4LightPosZ0; uniform highp vec4 unity_4LightAtten0; #line 74 uniform highp vec3 unity_LightColor0; uniform highp vec3 unity_LightColor1; uniform highp vec3 unity_LightColor2; uniform highp vec3 unity_LightColor3; #line 78 #line 102 uniform highp vec4 unity_SHAr; uniform highp vec4 unity_SHAg; uniform highp vec4 unity_SHAb; uniform highp vec4 unity_SHBr; #line 106 uniform highp vec4 unity_SHBg; uniform highp vec4 unity_SHBb; uniform highp vec4 unity_SHC; #line 130 #line 138 #line 165 #line 178 #line 187 #line 192 #line 201 #line 206 #line 215 #line 232 #line 237 uniform highp vec4 _ZBufferParams; #line 245 #line 249 #line 253 uniform highp vec4 unity_LightShadowBias; #line 261 uniform sampler2D _FlareTexture; #line 269 uniform highp vec4 _FlareTexture_ST; #line 270 mediump vec4 xlat_main( in highp vec4 color, in highp vec2 texcoord ) { return (texture( _FlareTexture, texcoord) * color); } in highp vec4 xlv_COLOR; in highp vec2 xlv_TEXCOORD0; void main() { mediump vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_COLOR), vec2(xlv_TEXCOORD0)); gl_FragData[0] = vec4(xl_retval); } // uniforms: // _FlareTexture: type 25 arrsize 0