mat3 xll_constructMat3( mat4 m) { return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2])); } struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 pos; vec2 uv; vec4 nz; }; struct appdata { vec4 vertex; vec3 normal; vec4 color; vec4 texcoord; }; uniform vec4 _ProjectionParams; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform mat4 _TerrainEngineBendTree; vec4 Squash( in vec4 pos ); void TerrainAnimateTree( inout vec4 pos, in float alpha ); v2f vert( in appdata v ); vec4 Squash( in vec4 pos ) { vec3 projectedVertex; vec3 planePoint; vec3 planeNormal; projectedVertex = pos.xyz ; planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000); planeNormal = _SquashPlaneNormal.xyz ; projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal); pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000); return pos; } void TerrainAnimateTree( inout vec4 pos, in float alpha ) { vec3 bent; pos.xyz *= _Scale.xyz ; bent = ( _TerrainEngineBendTree * vec4( pos.xyz , 0.000000) ).xyz ; pos.xyz = mix( pos.xyz , bent, vec3( alpha)); pos = Squash( pos); } v2f vert( in appdata v ) { v2f o; TerrainAnimateTree( v.vertex, v.color.w ); o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); o.uv = v.texcoord.xy ; o.nz.xyz = ( xll_constructMat3( gl_ModelViewMatrixInverseTranspose) * v.normal ); o.nz.w = ( -(( gl_ModelViewMatrix * v.vertex ).z * _ProjectionParams.w ) ); return o; } void main() { v2f xl_retval; appdata xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.normal = vec3( gl_Normal); xlt_v.color = vec4( gl_Color); xlt_v.texcoord = vec4( gl_MultiTexCoord0); xl_retval = vert( xlt_v); gl_Position = vec4( xl_retval.pos); gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0); gl_TexCoord[1] = vec4( xl_retval.nz); }