þ:                    DIRECTIONAL   SHADOWS_OFF   LIGHTMAP_OFF   DIRLIGHTMAP_OFF   DYNAMICLIGHTMAP_OFF   VERTEXLIGHT_ON  !!GLES


#ifdef VERTEX

attribute vec4 _glesVertex;
attribute vec3 _glesNormal;
attribute vec4 _glesMultiTexCoord0;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
uniform mediump vec4 unity_4LightAtten0;
uniform mediump vec4 unity_LightColor[8];
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 mediump vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD3;
void main ()
{
  lowp vec3 worldNormal_1;
  mediump vec3 tmpvar_2;
  mediump vec3 tmpvar_3;
  highp vec3 tmpvar_4;
  tmpvar_4 = (_Object2World * _glesVertex).xyz;
  highp vec4 v_5;
  v_5.x = _World2Object[0].x;
  v_5.y = _World2Object[1].x;
  v_5.z = _World2Object[2].x;
  v_5.w = _World2Object[3].x;
  highp vec4 v_6;
  v_6.x = _World2Object[0].y;
  v_6.y = _World2Object[1].y;
  v_6.z = _World2Object[2].y;
  v_6.w = _World2Object[3].y;
  highp vec4 v_7;
  v_7.x = _World2Object[0].z;
  v_7.y = _World2Object[1].z;
  v_7.z = _World2Object[2].z;
  v_7.w = _World2Object[3].z;
  highp vec3 tmpvar_8;
  tmpvar_8 = normalize(((
    (v_5.xyz * _glesNormal.x)
   + 
    (v_6.xyz * _glesNormal.y)
  ) + (v_7.xyz * _glesNormal.z)));
  worldNormal_1 = tmpvar_8;
  tmpvar_2 = worldNormal_1;
  lowp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = worldNormal_1;
  mediump vec3 tmpvar_10;
  mediump vec4 normal_11;
  normal_11 = tmpvar_9;
  mediump vec3 x2_12;
  mediump vec3 x1_13;
  x1_13.x = dot (unity_SHAr, normal_11);
  x1_13.y = dot (unity_SHAg, normal_11);
  x1_13.z = dot (unity_SHAb, normal_11);
  mediump vec4 tmpvar_14;
  tmpvar_14 = (normal_11.xyzz * normal_11.yzzx);
  x2_12.x = dot (unity_SHBr, tmpvar_14);
  x2_12.y = dot (unity_SHBg, tmpvar_14);
  x2_12.z = dot (unity_SHBb, tmpvar_14);
  tmpvar_10 = ((x2_12 + (unity_SHC.xyz * 
    ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y))
  )) + x1_13);
  highp vec3 lightColor0_15;
  lightColor0_15 = unity_LightColor[0].xyz;
  highp vec3 lightColor1_16;
  lightColor1_16 = unity_LightColor[1].xyz;
  highp vec3 lightColor2_17;
  lightColor2_17 = unity_LightColor[2].xyz;
  highp vec3 lightColor3_18;
  lightColor3_18 = unity_LightColor[3].xyz;
  highp vec4 lightAttenSq_19;
  lightAttenSq_19 = unity_4LightAtten0;
  highp vec3 normal_20;
  normal_20 = worldNormal_1;
  highp vec4 tmpvar_21;
  tmpvar_21 = (unity_4LightPosX0 - tmpvar_4.x);
  highp vec4 tmpvar_22;
  tmpvar_22 = (unity_4LightPosY0 - tmpvar_4.y);
  highp vec4 tmpvar_23;
  tmpvar_23 = (unity_4LightPosZ0 - tmpvar_4.z);
  highp vec4 tmpvar_24;
  tmpvar_24 = (((tmpvar_21 * tmpvar_21) + (tmpvar_22 * tmpvar_22)) + (tmpvar_23 * tmpvar_23));
  highp vec4 tmpvar_25;
  tmpvar_25 = (max (vec4(0.0, 0.0, 0.0, 0.0), (
    (((tmpvar_21 * normal_20.x) + (tmpvar_22 * normal_20.y)) + (tmpvar_23 * normal_20.z))
   * 
    inversesqrt(tmpvar_24)
  )) * (1.0/((1.0 + 
    (tmpvar_24 * lightAttenSq_19)
  ))));
  highp vec3 tmpvar_26;
  tmpvar_26 = (tmpvar_10 + ((
    ((lightColor0_15 * tmpvar_25.x) + (lightColor1_16 * tmpvar_25.y))
   + 
    (lightColor2_17 * tmpvar_25.z)
  ) + (lightColor3_18 * tmpvar_25.w)));
  tmpvar_3 = tmpvar_26;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = tmpvar_2;
  xlv_TEXCOORD2 = tmpvar_4;
  xlv_TEXCOORD3 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

uniform mediump vec4 _WorldSpaceLightPos0;
uniform lowp vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
varying highp vec2 xlv_TEXCOORD0;
varying mediump vec3 xlv_TEXCOORD1;
varying mediump vec3 xlv_TEXCOORD3;
void main ()
{
  mediump vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  lowp vec4 c_3;
  lowp vec3 tmpvar_4;
  lowp vec3 lightDir_5;
  mediump vec3 tmpvar_6;
  tmpvar_6 = _WorldSpaceLightPos0.xyz;
  lightDir_5 = tmpvar_6;
  tmpvar_4 = xlv_TEXCOORD1;
  lowp vec4 tmpvar_7;
  tmpvar_7 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  lowp vec3 tmpvar_8;
  tmpvar_8 = _LightColor0.xyz;
  tmpvar_1 = tmpvar_8;
  tmpvar_2 = lightDir_5;
  lowp vec4 c_9;
  lowp vec4 c_10;
  lowp float diff_11;
  mediump float tmpvar_12;
  tmpvar_12 = max (0.0, dot (tmpvar_4, tmpvar_2));
  diff_11 = tmpvar_12;
  mediump vec3 tmpvar_13;
  tmpvar_13 = ((tmpvar_7.xyz * tmpvar_1) * diff_11);
  c_10.xyz = tmpvar_13;
  c_10.w = tmpvar_7.w;
  c_9.w = c_10.w;
  mediump vec3 tmpvar_14;
  tmpvar_14 = (c_10.xyz + (tmpvar_7.xyz * xlv_TEXCOORD3));
  c_9.xyz = tmpvar_14;
  c_3.xyz = c_9.xyz;
  c_3.w = 1.0;
  gl_FragData[0] = c_3;
}



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