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; float fog; vec4 color; vec2 uv; }; struct appdata_tree_billboard { vec4 vertex; vec4 color; vec4 texcoord; vec2 texcoord1; }; uniform vec4 _TreeBillboardCameraFront; uniform vec4 _TreeBillboardCameraPos; uniform vec3 _TreeBillboardCameraRight; uniform vec4 _TreeBillboardCameraUp; uniform vec4 _TreeBillboardDistances; void TerrainBillboardTree( inout vec4 pos, in vec2 offset, in float offsetz ); v2f vert( in appdata_tree_billboard v ); void TerrainBillboardTree( inout vec4 pos, in vec2 offset, in float offsetz ) { vec3 treePos; float treeDistanceSqr; float billboardAngleFactor; float radius; float billboardModeFactor; float billboardRootOffsetFactor; float absRadius; treePos = (pos.xyz - _TreeBillboardCameraPos.xyz ); treeDistanceSqr = dot( treePos, treePos); if ( (treeDistanceSqr > _TreeBillboardDistances.x ) ){ offset.xy = vec2( 0.000000); } pos.xyz += (_TreeBillboardCameraRight.xyz * offset.x ); billboardAngleFactor = _TreeBillboardCameraPos.w ; radius = mix( offset.y , offsetz, billboardAngleFactor); billboardModeFactor = _TreeBillboardCameraUp.w ; billboardRootOffsetFactor = _TreeBillboardCameraFront.w ; absRadius = abs( radius ); pos.xyz += mix( ((((_TreeBillboardCameraUp.xyz * max( 0.000000, radius)) * 2.00000) - (vec3( 0.000000, 1.00000, 0.000000) * absRadius)) - ((_TreeBillboardCameraUp.xyz * absRadius) * billboardRootOffsetFactor)), (_TreeBillboardCameraUp.xyz * radius), vec3( billboardModeFactor)); } v2f vert( in appdata_tree_billboard v ) { v2f o; TerrainBillboardTree( v.vertex, v.texcoord1.xy , v.texcoord.y ); o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); o.fog = o.pos.z ; o.uv.x = v.texcoord.x ; o.uv.y = float( (v.texcoord.y > 0.000000) ); o.color = v.color; return o; } varying vec4 xlv_FOG; void main() { v2f xl_retval; appdata_tree_billboard xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.color = vec4( gl_Color); xlt_v.texcoord = vec4( gl_MultiTexCoord0); xlt_v.texcoord1 = vec2( gl_MultiTexCoord1); xl_retval = vert( xlt_v); gl_Position = vec4( xl_retval.pos); xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0); gl_FrontColor = vec4( xl_retval.color); gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0); }