uniform vec4 _DecalBump_ST;
uniform vec4 _Decal_ST;
uniform vec4 unity_LightmapST;
varying vec4 xlv_FOG;
void main ()
{
  vec4 tmpvar_1;
  vec4 pos_2;
  pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Decal_ST.xy) + _Decal_ST.zw);
  tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw);
  gl_Position = pos_2;
  vec4 tmpvar_3;
  tmpvar_3.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_3.x = pos_2.z;
  xlv_FOG = tmpvar_3;
  gl_TexCoord[0] = tmpvar_1;
  vec4 tmpvar_4;
  tmpvar_4.zw = vec2(0.0, 0.0);
  tmpvar_4.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  gl_TexCoord[1] = tmpvar_4;
}


// stats: 9 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: 4 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _DecalBump_ST (high float) 4x1 [-1]
//  #2: _Decal_ST (high float) 4x1 [-1]
//  #3: unity_LightmapST (high float) 4x1 [-1]
