uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
varying vec4 xlv_FOG;
void main ()
{
  vec3 tmpvar_1;
  vec4 pos_2;
  pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 o_3;
  o_3 = (pos_2 * 0.5);
  vec2 tmpvar_4;
  tmpvar_4.x = o_3.x;
  tmpvar_4.y = (o_3.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_4 + o_3.w);
  o_3.zw = pos_2.zw;
  tmpvar_1.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  tmpvar_1.z = ((-(
    (gl_ModelViewMatrix * gl_Vertex)
  .z) * unity_LightmapFade.z) + unity_LightmapFade.w);
  gl_Position = pos_2;
  vec4 tmpvar_5;
  tmpvar_5.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_5.x = pos_2.z;
  xlv_FOG = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.zw = vec2(0.0, 0.0);
  tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7.w = 0.0;
  tmpvar_7.xyz = (_Object2World * gl_Vertex).xyz;
  gl_TexCoord[1] = tmpvar_7;
  gl_TexCoord[2] = o_3;
  vec4 tmpvar_8;
  tmpvar_8.w = 0.0;
  tmpvar_8.xyz = tmpvar_1;
  gl_TexCoord[3] = tmpvar_8;
}


// stats: 17 alu 0 tex 0 flow
// inputs: 3
//  #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
//  #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 7 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: gl_ModelViewMatrix (high float) 4x4 [-1]
//  #2: _MainTex_ST (high float) 4x1 [-1]
//  #3: _Object2World (high float) 4x4 [-1]
//  #4: _ProjectionParams (high float) 4x1 [-1]
//  #5: unity_LightmapFade (high float) 4x1 [-1]
//  #6: unity_LightmapST (high float) 4x1 [-1]
