uniform vec4 _BumpMap_ST;
uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main ()
{
  vec3 binormal_1;
  vec4 tmpvar_2;
  vec4 pos_3;
  pos_3 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  vec4 o_4;
  o_4 = (pos_3 * 0.5);
  vec2 tmpvar_5;
  tmpvar_5.x = o_4.x;
  tmpvar_5.y = (o_4.y * _ProjectionParams.x);
  o_4.xy = (tmpvar_5 + o_4.w);
  o_4.zw = pos_3.zw;
  binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
  mat3 tmpvar_6;
  tmpvar_6[0].x = TANGENT.x;
  tmpvar_6[0].y = binormal_1.x;
  tmpvar_6[0].z = gl_Normal.x;
  tmpvar_6[1].x = TANGENT.y;
  tmpvar_6[1].y = binormal_1.y;
  tmpvar_6[1].z = gl_Normal.y;
  tmpvar_6[2].x = TANGENT.z;
  tmpvar_6[2].y = binormal_1.z;
  tmpvar_6[2].z = gl_Normal.z;
  vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = _WorldSpaceCameraPos;
  gl_Position = pos_3;
  vec4 tmpvar_8;
  tmpvar_8.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_8.x = pos_3.z;
  xlv_FOG = tmpvar_8;
  gl_TexCoord[0] = tmpvar_2;
  vec4 tmpvar_9;
  tmpvar_9.w = 0.0;
  tmpvar_9.xyz = (tmpvar_6 * ((
    (_World2Object * tmpvar_7)
  .xyz * unity_Scale.w) - gl_Vertex.xyz));
  gl_TexCoord[1] = tmpvar_9;
  gl_TexCoord[2] = o_4;
}


// stats: 19 alu 0 tex 0 flow
// inputs: 4
//  #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
//  #3: TANGENT (high float) 4x1 [-1]
// uniforms: 7 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _BumpMap_ST (high float) 4x1 [-1]
//  #2: _MainTex_ST (high float) 4x1 [-1]
//  #3: _ProjectionParams (high float) 4x1 [-1]
//  #4: _World2Object (high float) 4x4 [-1]
//  #5: _WorldSpaceCameraPos (high float) 3x1 [-1]
//  #6: unity_Scale (high float) 4x1 [-1]