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 uv; vec4 color; }; struct appdata_tree { vec4 vertex; vec4 tangent; vec3 normal; vec4 color; vec4 texcoord; }; uniform float _AO; uniform vec4 _Color; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform mat4 _TerrainEngineBendTree; uniform vec4 _TerrainTreeLightColors[4]; uniform vec3 _TerrainTreeLightDirections[4]; vec4 Squash( in vec4 pos ); void TerrainAnimateTree( inout vec4 pos, in float alpha ); v2f vert( in appdata_tree 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_tree v ) { vec3 viewpos; v2f o; vec4 lightDir; vec4 lightColor; int i = 0; float atten = 1.00000; float occ; TerrainAnimateTree( v.vertex, v.color.w ); viewpos = vec3( ( gl_ModelViewMatrix * v.vertex )); o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); o.fog = o.pos.z ; o.uv = v.texcoord; lightDir.w = _AO; lightColor = gl_LightModel.ambient; for ( ; (i < 4); ( i++ )) { lightDir.xyz = _TerrainTreeLightDirections[ i ]; occ = dot( lightDir.xyz , v.normal); occ = max( 0.000000, occ); occ *= atten; lightColor += (_TerrainTreeLightColors[ i ] * occ); } lightColor.w = 1.00000; o.color = (lightColor * _Color); o.color.w = 1.00000; return o; } attribute vec4 TANGENT; varying vec4 xlv_FOG; void main() { v2f xl_retval; appdata_tree xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.tangent = vec4( TANGENT); 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); xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0); gl_TexCoord[0] = vec4( xl_retval.uv); gl_FrontColor = vec4( xl_retval.color); }