text: uniform vec4 _Detail_ST;
  uniform mat4 _LightMatrix0;
  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_MultiTexCoord1.xy * _Detail_ST.xy) + _Detail_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;
    vec4 tmpvar_7;
    tmpvar_7 = (_Object2World * gl_Vertex);
    tmpvar_6.xyz = (_WorldSpaceLightPos0.xyz - tmpvar_7.xyz);
    gl_TexCoord[2] = tmpvar_6;
    gl_TexCoord[3] = (_LightMatrix0 * tmpvar_7);
  }
  
  
  // stats: 13 alu 0 tex 0 flow
  // inputs: 4
  //  #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
  //  #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
  //  #2: gl_Normal (high float) 3x1 [-1] loc 2
  //  #3: gl_Vertex (high float) 4x1 [-1] loc 0
  // uniforms: 7 (total size: 0)
  //  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
  //  #1: _Detail_ST (high float) 4x1 [-1]
  //  #2: _LightMatrix0 (high float) 4x4 [-1]
  //  #3: _MainTex_ST (high float) 4x1 [-1]
  //  #4: _Object2World (high float) 4x4 [-1]
  //  #5: _WorldSpaceLightPos0 (high float) 4x1 [-1]
  //  #6: unity_Scale (high float) 4x1 [-1]
  