uniform vec4 _ProjectionParams; uniform vec4 _WaveAndDistance; void main () { vec4 tmpvar_1; vec4 vertex_2; vertex_2.yw = gl_Vertex.yw; vec3 waveMove_3; vec4 s_4; vec4 waves_5; waveMove_3.y = 0.0; waves_5 = (gl_Vertex.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)); waves_5 = (waves_5 + (gl_Vertex.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))); waves_5 = (waves_5 + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8))); vec4 tmpvar_6; tmpvar_6 = fract(waves_5); waves_5 = tmpvar_6; vec4 val_7; vec4 s_8; vec4 r2_9; vec4 r1_10; vec4 r5_11; val_7 = ((tmpvar_6 * 6.40885) - 3.14159); r5_11 = (val_7 * val_7); r1_10 = (r5_11 * val_7); r2_9 = (r1_10 * r5_11); s_8 = (((val_7 + (r1_10 * -0.161616) ) + (r2_9 * 0.0083333)) + ((r2_9 * r5_11) * -0.00019841)); s_4 = (s_8 * s_8); s_4 = (s_4 * s_4); s_4 = (s_4 * (gl_Color.w * _WaveAndDistance.z)); waveMove_3.x = dot (s_4, vec4(0.024, 0.04, -0.12, 0.096)); waveMove_3.z = dot (s_4, vec4(0.006, 0.02, -0.02, 0.1)); vertex_2.xz = (gl_Vertex.xz - (waveMove_3.xz * _WaveAndDistance.z)); tmpvar_1.xyz = vec3(0.0, 0.0, 1.0); tmpvar_1.w = -(((gl_ModelViewMatrix * vertex_2).z * _ProjectionParams.w)); gl_Position = (gl_ModelViewProjectionMatrix * vertex_2); vec4 tmpvar_12; tmpvar_12.zw = vec2(0.0, 0.0); tmpvar_12.xy = gl_MultiTexCoord0.xy; gl_TexCoord[0] = tmpvar_12; gl_TexCoord[1] = tmpvar_1; } // stats: 35 alu 0 tex 0 flow // inputs: 3 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Color (high float) 4x1 [-1] loc 3 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 4 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: gl_ModelViewMatrix (high float) 4x4 [-1] // #2: _ProjectionParams (high float) 4x1 [-1] // #3: _WaveAndDistance (high float) 4x1 [-1]