uniform vec4 _Control_ST;
uniform vec4 _ProjectionParams;
uniform vec4 _Splat0_ST;
uniform vec4 _Splat1_ST;
uniform vec4 _Splat2_ST;
uniform vec4 _Splat3_ST;
uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
varying vec4 xlv_FOG;
void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  vec3 tmpvar_3;
  vec4 pos_4;
  pos_4 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Control_ST.xy) + _Control_ST.zw);
  tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Splat0_ST.xy) + _Splat0_ST.zw);
  tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _Splat1_ST.xy) + _Splat1_ST.zw);
  tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _Splat2_ST.xy) + _Splat2_ST.zw);
  vec4 o_5;
  o_5 = (pos_4 * 0.5);
  vec2 tmpvar_6;
  tmpvar_6.x = o_5.x;
  tmpvar_6.y = (o_5.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_6 + o_5.w);
  o_5.zw = pos_4.zw;
  tmpvar_3.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  tmpvar_3.z = ((-(
    (gl_ModelViewMatrix * gl_Vertex)
  .z) * unity_LightmapFade.z) + unity_LightmapFade.w);
  gl_Position = pos_4;
  vec4 tmpvar_7;
  tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_7.x = pos_4.z;
  xlv_FOG = tmpvar_7;
  gl_TexCoord[0] = tmpvar_1;
  gl_TexCoord[1] = tmpvar_2;
  vec4 tmpvar_8;
  tmpvar_8.zw = vec2(0.0, 0.0);
  tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _Splat3_ST.xy) + _Splat3_ST.zw);
  gl_TexCoord[2] = tmpvar_8;
  gl_TexCoord[3] = o_5;
  vec4 tmpvar_9;
  tmpvar_9.w = 0.0;
  tmpvar_9.xyz = tmpvar_3;
  gl_TexCoord[4] = tmpvar_9;
}


// stats: 23 alu 0 tex 0 flow
// inputs: 3
//  #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
//  #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 10 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: gl_ModelViewMatrix (high float) 4x4 [-1]
//  #2: _Control_ST (high float) 4x1 [-1]
//  #3: _ProjectionParams (high float) 4x1 [-1]
//  #4: _Splat0_ST (high float) 4x1 [-1]
//  #5: _Splat1_ST (high float) 4x1 [-1]
//  #6: _Splat2_ST (high float) 4x1 [-1]
//  #7: _Splat3_ST (high float) 4x1 [-1]
//  #8: unity_LightmapFade (high float) 4x1 [-1]
//  #9: unity_LightmapST (high float) 4x1 [-1]
