uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
void main ()
{
  vec3 viewDir_1;
  vec4 pos_2;
  pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = _WorldSpaceCameraPos;
  viewDir_1 = (gl_Vertex.xyz - ((_World2Object * tmpvar_3).xyz * unity_Scale.w));
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  mat3 tmpvar_5;
  tmpvar_5[0] = _Object2World[0].xyz;
  tmpvar_5[1] = _Object2World[1].xyz;
  tmpvar_5[2] = _Object2World[2].xyz;
  gl_Position = pos_2;
  vec4 tmpvar_6;
  tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_6.x = pos_2.z;
  xlv_FOG = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7.w = 0.0;
  tmpvar_7.xyz = (tmpvar_4 * (viewDir_1 - (2.0 * 
    (dot (gl_Normal, viewDir_1) * gl_Normal)
  )));
  gl_TexCoord[0] = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8.w = 0.0;
  tmpvar_8.xyz = (tmpvar_5 * (gl_Normal * unity_Scale.w));
  gl_TexCoord[1] = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9.w = 0.0;
  tmpvar_9.xyz = _WorldSpaceLightPos0.xyz;
  gl_TexCoord[2] = tmpvar_9;
}


// stats: 16 alu 0 tex 0 flow
// inputs: 2
//  #0: gl_Normal (high float) 3x1 [-1] loc 2
//  #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 6 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _Object2World (high float) 4x4 [-1]
//  #2: _World2Object (high float) 4x4 [-1]
//  #3: _WorldSpaceCameraPos (high float) 3x1 [-1]
//  #4: _WorldSpaceLightPos0 (high float) 4x1 [-1]
//  #5: unity_Scale (high float) 4x1 [-1]
