ž:                    LIGHTMAP_OFF   DIRLIGHTMAP_OFF   DYNAMICLIGHTMAP_OFF   HDR_LIGHT_PREPASS_OFF…  !!GLES


#ifdef VERTEX

attribute vec4 _glesVertex;
attribute vec3 _glesNormal;
attribute vec4 _glesMultiTexCoord0;
uniform highp vec4 _ProjectionParams;
uniform mediump vec4 unity_SHAr;
uniform mediump vec4 unity_SHAg;
uniform mediump vec4 unity_SHAb;
uniform mediump vec4 unity_SHBr;
uniform mediump vec4 unity_SHBg;
uniform mediump vec4 unity_SHBb;
uniform mediump vec4 unity_SHC;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 _Object2World;
uniform highp mat4 _World2Object;
uniform highp vec4 _MainTex_ST;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec4 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD4;
void main ()
{
  highp vec4 tmpvar_1;
  highp vec3 tmpvar_2;
  highp vec4 tmpvar_3;
  tmpvar_3 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_4;
  highp vec4 tmpvar_5;
  tmpvar_5 = (tmpvar_3 * 0.5);
  highp vec2 tmpvar_6;
  tmpvar_6.x = tmpvar_5.x;
  tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x);
  o_4.xy = (tmpvar_6 + tmpvar_5.w);
  o_4.zw = tmpvar_3.zw;
  tmpvar_1.zw = vec2(0.0, 0.0);
  tmpvar_1.xy = vec2(0.0, 0.0);
  highp vec4 v_7;
  v_7.x = _World2Object[0].x;
  v_7.y = _World2Object[1].x;
  v_7.z = _World2Object[2].x;
  v_7.w = _World2Object[3].x;
  highp vec4 v_8;
  v_8.x = _World2Object[0].y;
  v_8.y = _World2Object[1].y;
  v_8.z = _World2Object[2].y;
  v_8.w = _World2Object[3].y;
  highp vec4 v_9;
  v_9.x = _World2Object[0].z;
  v_9.y = _World2Object[1].z;
  v_9.z = _World2Object[2].z;
  v_9.w = _World2Object[3].z;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = normalize(((
    (v_7.xyz * _glesNormal.x)
   + 
    (v_8.xyz * _glesNormal.y)
  ) + (v_9.xyz * _glesNormal.z)));
  mediump vec3 tmpvar_11;
  mediump vec4 normal_12;
  normal_12 = tmpvar_10;
  mediump vec3 x2_13;
  mediump vec3 x1_14;
  x1_14.x = dot (unity_SHAr, normal_12);
  x1_14.y = dot (unity_SHAg, normal_12);
  x1_14.z = dot (unity_SHAb, normal_12);
  mediump vec4 tmpvar_15;
  tmpvar_15 = (normal_12.xyzz * normal_12.yzzx);
  x2_13.x = dot (unity_SHBr, tmpvar_15);
  x2_13.y = dot (unity_SHBg, tmpvar_15);
  x2_13.z = dot (unity_SHBb, tmpvar_15);
  tmpvar_11 = ((x2_13 + (unity_SHC.xyz * 
    ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y))
  )) + x1_14);
  tmpvar_2 = tmpvar_11;
  gl_Position = tmpvar_3;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = (_Object2World * _glesVertex).xyz;
  xlv_TEXCOORD2 = o_4;
  xlv_TEXCOORD3 = tmpvar_1;
  xlv_TEXCOORD4 = tmpvar_2;
}



#endif
#ifdef FRAGMENT

uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
uniform sampler2D _LightBuffer;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD4;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp vec4 tmpvar_4;
  tmpvar_4 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_5;
  mediump vec4 tmpvar_6;
  tmpvar_6 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_6.w;
  highp vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_6.xyz + xlv_TEXCOORD4);
  light_3.xyz = tmpvar_7;
  lowp vec4 c_8;
  mediump vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_4.xyz * light_3.xyz);
  c_8.xyz = tmpvar_9;
  c_8.w = tmpvar_4.w;
  c_2.xyz = c_8.xyz;
  c_2.w = 1.0;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif                          