uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHC;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
void main ()
{
  vec3 worldN_1;
  vec4 pos_2;
  pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  worldN_1 = (tmpvar_3 * (gl_Normal * unity_Scale.w));
  vec4 tmpvar_4;
  tmpvar_4.w = 1.0;
  tmpvar_4.xyz = worldN_1;
  vec3 x2_5;
  vec4 vB_6;
  vec3 x1_7;
  x1_7.x = dot (unity_SHAr, tmpvar_4);
  x1_7.y = dot (unity_SHAg, tmpvar_4);
  x1_7.z = dot (unity_SHAb, tmpvar_4);
  vB_6 = (worldN_1.xyzz * worldN_1.yzzx);
  x2_5.x = dot (unity_SHBr, vB_6);
  x2_5.y = dot (unity_SHBg, vB_6);
  x2_5.z = dot (unity_SHBb, vB_6);
  gl_Position = pos_2;
  vec4 tmpvar_8;
  tmpvar_8.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_8.x = pos_2.z;
  xlv_FOG = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9.zw = vec2(0.0, 0.0);
  tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_9;
  vec4 tmpvar_10;
  tmpvar_10.w = 0.0;
  tmpvar_10.xyz = worldN_1;
  gl_TexCoord[1] = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11.w = 0.0;
  tmpvar_11.xyz = ((x1_7 + x2_5) + (unity_SHC.xyz * (
    (worldN_1.x * worldN_1.x)
   - 
    (worldN_1.y * worldN_1.y)
  )));
  gl_TexCoord[2] = tmpvar_11;
}


// stats: 23 alu 0 tex 0 flow
// inputs: 3
//  #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
// uniforms: 11 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _MainTex_ST (high float) 4x1 [-1]
//  #2: _Object2World (high float) 4x4 [-1]
//  #3: unity_SHAb (high float) 4x1 [-1]
//  #4: unity_SHAg (high float) 4x1 [-1]
//  #5: unity_SHAr (high float) 4x1 [-1]
//  #6: unity_SHBb (high float) 4x1 [-1]
//  #7: unity_SHBg (high float) 4x1 [-1]
//  #8: unity_SHBr (high float) 4x1 [-1]
//  #9: unity_SHC (high float) 4x1 [-1]
//  #10: unity_Scale (high float) 4x1 [-1]
