uniform vec4 _DecalTex_ST;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
void main ()
{
  vec4 tmpvar_1;
  vec4 pos_2;
  pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DecalTex_ST.xy) + _DecalTex_ST.zw);
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  gl_Position = pos_2;
  vec4 tmpvar_4;
  tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_4.x = pos_2.z;
  xlv_FOG = tmpvar_4;
  gl_TexCoord[0] = tmpvar_1;
  vec4 tmpvar_5;
  tmpvar_5.w = 0.0;
  tmpvar_5.xyz = (tmpvar_3 * (gl_Normal * unity_Scale.w));
  gl_TexCoord[1] = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.w = 0.0;
  tmpvar_6.xyz = _WorldSpaceLightPos0.xyz;
  gl_TexCoord[2] = tmpvar_6;
}


// stats: 10 alu 0 tex 0 flow
// inputs: 3
//  #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #1: gl_Normal (high float) 3x1 [-1] loc 2
//  #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 6 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _DecalTex_ST (high float) 4x1 [-1]
//  #2: _MainTex_ST (high float) 4x1 [-1]
//  #3: _Object2World (high float) 4x4 [-1]
//  #4: _WorldSpaceLightPos0 (high float) 4x1 [-1]
//  #5: unity_Scale (high float) 4x1 [-1]
