2O                      F  #version 100

#ifdef VERTEX
attribute vec4 _glesVertex;
attribute vec3 _glesNormal;
uniform highp mat4 unity_ObjectToWorld;
uniform highp mat4 unity_WorldToObject;
uniform highp mat4 unity_MatrixVP;
varying mediump vec3 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
  lowp vec3 worldNormal_1;
  mediump vec3 tmpvar_2;
  highp vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = _glesVertex.xyz;
  highp mat3 tmpvar_4;
  tmpvar_4[0] = unity_WorldToObject[0].xyz;
  tmpvar_4[1] = unity_WorldToObject[1].xyz;
  tmpvar_4[2] = unity_WorldToObject[2].xyz;
  highp vec3 tmpvar_5;
  tmpvar_5 = normalize((_glesNormal * tmpvar_4));
  worldNormal_1 = tmpvar_5;
  tmpvar_2 = worldNormal_1;
  gl_Position = (unity_MatrixVP * (unity_ObjectToWorld * tmpvar_3));
  xlv_TEXCOORD0 = tmpvar_2;
  xlv_TEXCOORD1 = (unity_ObjectToWorld * _glesVertex).xyz;
}


#endif
#ifdef FRAGMENT
varying mediump vec3 xlv_TEXCOORD0;
void main ()
{
  lowp vec4 res_1;
  lowp vec3 tmpvar_2;
  tmpvar_2 = xlv_TEXCOORD0;
  res_1.xyz = ((tmpvar_2 * 0.5) + 0.5);
  res_1.w = 0.0;
  gl_FragData[0] = res_1;
}


#endif
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