#line 10 struct v2f { vec4 pos; vec4 color; }; #line 5 struct appdata { vec4 vertex; vec3 normal; }; #line 1 uniform vec4 unity_LightColor[4]; uniform mat4 UNITY_MATRIX_MVP; #line 15 #line 15 v2f xlat_main( in appdata v ) { v2f o; o.pos = (UNITY_MATRIX_MVP * v.vertex); #line 19 o.color = vec4( 0.0); int i = 0; for ( ; (i < 4); (++i)) { o.color += max( 0.0, float( unity_LightColor[i])); } int i_1 = 0; for ( ; (i_1 < 4); (++i_1)) { o.color *= min( 1.0, float( unity_LightColor[i_1])); } #line 24 return o; } varying vec4 xlv_TEXCOORD0; void main() { v2f xl_retval; appdata xlt_v; xlt_v.vertex = vec4(gl_Vertex); xlt_v.normal = vec3(gl_Normal); xl_retval = xlat_main( xlt_v); gl_Position = vec4(xl_retval.pos); xlv_TEXCOORD0 = vec4(xl_retval.color); } // uniforms: // UNITY_MATRIX_MVP: type 21 arrsize 0 // unity_LightColor: type 12 arrsize 4