mat3 xll_constructMat3( mat4 m) {
  return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
struct v2f {
    vec4 pos;
    vec4 color;
};
struct appdata {
    vec4 vertex;
    vec3 normal;
};
uniform mat4 UNITY_MATRIX_IT_MV;
uniform mat4 UNITY_MATRIX_MV;
uniform mat4 UNITY_MATRIX_MVP;
uniform vec4 unity_LightAtten[4];
uniform vec4 unity_LightColor[4];
uniform vec4 unity_LightPosition[4];
vec3 ShadeMyVertexLights( in vec4 vertex, in vec3 normal );
v2f xlat_main( in appdata v );
vec3 ShadeMyVertexLights( in vec4 vertex, in vec3 normal ) {
    vec3 viewpos;
    vec3 viewN;
    vec3 lightColor = vec3( 0.00000, 0.00000, 0.00000);
    int i = 0;
    vec3 toLight;
    float lengthSq;
    float atten;
    float diff;
    viewpos = ( UNITY_MATRIX_MV * vertex ).xyz ;
    viewN = ( xll_constructMat3( UNITY_MATRIX_IT_MV) * normal );
    for ( ; (i < 2); ( i++ )) {
        toLight = (unity_LightPosition[ i ].xyz  - viewpos.xyz );
        lengthSq = dot( toLight, toLight);
        atten = (1.00000 / (1.00000 + (lengthSq * unity_LightAtten[ i ].z )));
        diff = max( 0.00000, dot( viewN, normalize( toLight )));
        lightColor += (unity_LightColor[ i ].xyz  * (diff * atten));
    }
    return (lightColor * 2.00000);
}
v2f xlat_main( in appdata v ) {
    v2f o;
    o.pos = ( UNITY_MATRIX_MVP * v.vertex );
    o.color = vec4( ShadeMyVertexLights( v.vertex, v.normal), 1.00000);
    return o;
}
varying vec4 xlv_TEXCOORD0;
void main() {
    v2f xl_retval;
    appdata xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.normal = vec3( gl_Normal);
    xl_retval = xlat_main( xlt_v);
    gl_Position = vec4( xl_retval.pos);
    xlv_TEXCOORD0 = vec4( xl_retval.color);
}
