#line 123 struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; #line 159 struct v2f_img { vec4 pos; vec2 uv; }; #line 153 struct appdata_img { vec4 vertex; vec2 texcoord; }; #line 262 struct appdata_t { vec4 vertex; vec4 color; vec2 texcoord; }; #line 1 uniform mat4 glstate_matrix_mvp; uniform mat4 glstate_matrix_modelview0; uniform mat4 glstate_matrix_projection; uniform mat4 glstate_matrix_transpose_modelview0; #line 5 uniform mat4 glstate_matrix_invtrans_modelview0; uniform mat4 glstate_matrix_texture0; uniform mat4 glstate_matrix_texture1; uniform mat4 glstate_matrix_texture2; #line 9 uniform mat4 glstate_matrix_texture3; uniform vec4 glstate_lightmodel_ambient; uniform vec4 _Time; uniform vec4 _SinTime; #line 13 uniform vec4 _CosTime; uniform vec4 _ProjectionParams; uniform vec4 _ScreenParams; uniform vec4 unity_Scale; #line 17 uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform mat4 _Object2World; uniform mat4 _World2Object; uniform vec4 _LightPositionRange; #line 46 #line 51 #line 56 #line 61 #line 65 #line 70 uniform vec4 unity_4LightPosX0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosZ0; uniform vec4 unity_4LightAtten0; #line 74 uniform vec3 unity_LightColor0; uniform vec3 unity_LightColor1; uniform vec3 unity_LightColor2; uniform vec3 unity_LightColor3; #line 78 #line 102 uniform vec4 unity_SHAr; uniform vec4 unity_SHAg; uniform vec4 unity_SHAb; uniform vec4 unity_SHBr; #line 106 uniform vec4 unity_SHBg; uniform vec4 unity_SHBb; uniform 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 vec4 _ZBufferParams; #line 245 #line 249 #line 253 uniform vec4 unity_LightShadowBias; #line 261 uniform sampler2D _FlareTexture; #line 269 uniform vec4 _FlareTexture_ST; #line 270 void xlat_main( in appdata_t v, out vec4 overtex, out vec4 ocolor, out vec2 otexcoord ) { overtex = (glstate_matrix_mvp * v.vertex); #line 273 ocolor = v.color; otexcoord = ((v.texcoord.xy * _FlareTexture_ST.xy) + _FlareTexture_ST.zw); } varying vec4 xlv_COLOR; varying vec2 xlv_TEXCOORD0; void main() { appdata_t xlt_v; xlt_v.vertex = vec4(gl_Vertex); xlt_v.color = vec4(gl_Color); xlt_v.texcoord = vec2(gl_MultiTexCoord0); vec4 xlt_overtex; vec4 xlt_ocolor; vec2 xlt_otexcoord; xlat_main( xlt_v, xlt_overtex, xlt_ocolor, xlt_otexcoord); gl_Position = vec4(xlt_overtex); xlv_COLOR = vec4(xlt_ocolor); xlv_TEXCOORD0 = vec2(xlt_otexcoord); } // uniforms: // _FlareTexture_ST: type 12 arrsize 0 // glstate_matrix_mvp: type 21 arrsize 0