#version 300 es
in highp vec4 _glesVertex;
in mediump vec3 _glesNormal;
in highp vec4 _glesMultiTexCoord0;
uniform mediump vec4 unity_LightColor[8];
uniform highp vec4 unity_LightPosition[8];
uniform mediump vec4 unity_LightAtten[8];
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp vec4 glstate_lightmodel_ambient;
uniform mediump vec4 _Color;
out lowp vec4 xlv_COLOR0;
out highp vec2 xlv_TEXCOORD0;
void main ()
{
  highp vec3 tmpvar_1;
  tmpvar_1 = _glesVertex.xyz;
  highp vec3 n_2;
  n_2 = _glesNormal;
  lowp vec4 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4.w = 1.0;
  tmpvar_4.xyz = tmpvar_1;
  highp vec3 lightColor_5;
  highp vec3 viewN_6;
  highp vec3 viewpos_7;
  highp vec4 tmpvar_8;
  tmpvar_8.w = 1.0;
  tmpvar_8.xyz = tmpvar_1;
  viewpos_7 = (glstate_matrix_modelview0 * tmpvar_8).xyz;
  highp mat3 tmpvar_9;
  tmpvar_9[uint(0)] = glstate_matrix_invtrans_modelview0[uint(0)].xyz;
  tmpvar_9[1u] = glstate_matrix_invtrans_modelview0[1u].xyz;
  tmpvar_9[2u] = glstate_matrix_invtrans_modelview0[2u].xyz;
  viewN_6 = (tmpvar_9 * n_2);
  highp vec3 tmpvar_10;
  tmpvar_10 = (unity_LightPosition[0].xyz - (viewpos_7 * unity_LightPosition[0].w));
  lightColor_5 = (glstate_lightmodel_ambient.xyz + (unity_LightColor[0].xyz * (
    max (0.0, dot (viewN_6, normalize(tmpvar_10)))
   * 
    (1.0/((1.0 + (dot (tmpvar_10, tmpvar_10) * unity_LightAtten[0].z))))
  )));
  highp vec3 tmpvar_11;
  tmpvar_11 = (unity_LightPosition[1].xyz - (viewpos_7 * unity_LightPosition[1].w));
  lightColor_5 = (lightColor_5 + (unity_LightColor[1].xyz * (
    max (0.0, dot (viewN_6, normalize(tmpvar_11)))
   * 
    (1.0/((1.0 + (dot (tmpvar_11, tmpvar_11) * unity_LightAtten[1].z))))
  )));
  highp vec3 tmpvar_12;
  tmpvar_12 = (unity_LightPosition[2].xyz - (viewpos_7 * unity_LightPosition[2].w));
  lightColor_5 = (lightColor_5 + (unity_LightColor[2].xyz * (
    max (0.0, dot (viewN_6, normalize(tmpvar_12)))
   * 
    (1.0/((1.0 + (dot (tmpvar_12, tmpvar_12) * unity_LightAtten[2].z))))
  )));
  highp vec3 tmpvar_13;
  tmpvar_13 = (unity_LightPosition[3].xyz - (viewpos_7 * unity_LightPosition[3].w));
  lightColor_5 = (lightColor_5 + (unity_LightColor[3].xyz * (
    max (0.0, dot (viewN_6, normalize(tmpvar_13)))
   * 
    (1.0/((1.0 + (dot (tmpvar_13, tmpvar_13) * unity_LightAtten[3].z))))
  )));
  highp vec4 tmpvar_14;
  tmpvar_14.w = 1.0;
  tmpvar_14.xyz = ((lightColor_5 * _Color.xyz) * 2.0);
  tmpvar_3 = tmpvar_14;
  gl_Position = (glstate_matrix_mvp * tmpvar_4);
  xlv_COLOR0 = tmpvar_3;
  xlv_TEXCOORD0 = _glesMultiTexCoord0.xy;
}


// stats: 56 alu 0 tex 0 flow
// inputs: 3
//  #0: _glesVertex (high float) 4x1 [-1]
//  #1: _glesNormal (medium float) 3x1 [-1]
//  #2: _glesMultiTexCoord0 (high float) 4x1 [-1]
// uniforms: 8 (total size: 0)
//  #0: unity_LightColor (medium float) 4x1 [8]
//  #1: unity_LightPosition (high float) 4x1 [8]
//  #2: unity_LightAtten (medium float) 4x1 [8]
//  #3: glstate_matrix_mvp (high float) 4x4 [-1]
//  #4: glstate_matrix_modelview0 (high float) 4x4 [-1]
//  #5: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1]
//  #6: glstate_lightmodel_ambient (high float) 4x1 [-1]
//  #7: _Color (medium float) 4x1 [-1]
