mat3 xll_constructMat3_mf4x4( mat4 m) {
  return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
struct VertexOutput {
    vec4 pos;
    vec4 tex;
    vec4 posWorld;
    vec3 normalWorld;
    vec4 tangentWorld;
    vec3 extra;
    vec4 _ShadowCoord;
    vec3 lightDir;
};
struct VertexInput {
    vec4 vertex;
    vec3 normal;
    vec4 texcoord;
    vec4 texcoord1;
    vec4 tangent;
};
uniform vec4 _ProjectionParams;
uniform vec4 _ScreenParams;
uniform vec4 _WorldSpaceLightPos0;

uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 unity_Scale;
uniform mat4 glstate_matrix_transpose_modelview0;

uniform samplerCube _Cube;
uniform sampler2D _MainTex;
uniform vec4 _MainTex_ST;
uniform sampler2D _DetailAlbedoMap;
uniform vec4 _DetailAlbedoMap_ST;
uniform sampler2D _AlphaMap;
uniform sampler2D _Occlusion;
uniform sampler2D _DetailNormalMap;
uniform vec4 _DetailNormalMap_ST;
uniform float _DetailNormalMapScale;
uniform sampler2D _BumpMap;
uniform float _BumpScale;
uniform float _Exposure;
uniform float _DetailBumpScale;
uniform float _AlphaTestRef;
uniform float _DetailBumpTiling;
uniform vec4 _Color;
uniform vec4 _SpecularColor;
uniform sampler2D _SpecGlossMap;
uniform float _Glossiness;

uniform vec4 unity_ColorSpaceGrey;

uniform vec4 _LightColor0;

uniform samplerCube _SpecCube;
uniform vec4 unity_LightmapST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform float _SelfIllumScale;
uniform sampler2D _SelfIllum;

vec4 ComputeScreenPos( in vec4 pos ) {
    vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}

VertexOutput vert( in VertexInput v ) {
    VertexOutput o;
    o.posWorld = (_Object2World * v.vertex);
    o.pos = (gl_ModelViewProjectionMatrix * v.vertex);
    o.tex = v.texcoord;
    o.tex.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.tex.zw = ((v.texcoord.xy * _DetailAlbedoMap_ST.xy) + _DetailAlbedoMap_ST.zw);
    o.normalWorld = normalize((xll_constructMat3_mf4x4( _Object2World) * v.normal));
    o.tangentWorld = vec4( (xll_constructMat3_mf4x4( _Object2World) * v.tangent.xyz), v.tangent.w);
    o.tangentWorld.xyz = normalize(o.tangentWorld.xyz);
    o._ShadowCoord = ComputeScreenPos( o.pos);
    o.extra.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    o.extra.z = 0.0;
    return o;
}
attribute vec4 TANGENT;
varying vec4 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
varying vec4 xlv_TEXCOORD3;
varying vec3 xlv_TEXCOORD4;
varying vec4 xlv_TEXCOORD5;
varying vec3 xlv_TEXCOORD7;
void main() {
    VertexOutput xl_retval;
    VertexInput xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.tangent = vec4(TANGENT);
    xl_retval = vert( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec4(xl_retval.tex);
    xlv_TEXCOORD1 = vec4(xl_retval.posWorld);
    xlv_TEXCOORD2 = vec3(xl_retval.normalWorld);
    xlv_TEXCOORD3 = vec4(xl_retval.tangentWorld);
    xlv_TEXCOORD4 = vec3(xl_retval.extra);
    xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord);
    xlv_TEXCOORD7 = vec3(xl_retval.lightDir);
}