uniform vec4 _Color; uniform mat4 _LightMatrix0; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform float _TimeX; uniform vec4 _Wind; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec3 binormal_1; vec4 tmpvar_2; vec4 tmpvar_3; vec4 pos_4; float isBillboard_5; isBillboard_5 = (1.0 - abs(TANGENT.w)); vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = gl_Normal; vec4 tmpvar_7; tmpvar_7.yw = vec2(0.0, 0.0); tmpvar_7.x = gl_Normal.z; tmpvar_7.z = -(gl_Normal.x); pos_4 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * isBillboard_5)); vec3 tmpvar_8; tmpvar_8 = mix (gl_Normal, normalize((tmpvar_6 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(isBillboard_5)); vec4 tmpvar_9; tmpvar_9.w = -1.0; tmpvar_9.xyz = normalize((tmpvar_7 * gl_ModelViewMatrixInverseTranspose)).xyz; vec4 tmpvar_10; tmpvar_10 = mix (TANGENT, tmpvar_9, vec4(isBillboard_5)); tmpvar_2.w = pos_4.w; tmpvar_3.w = tmpvar_10.w; tmpvar_2.xyz = (pos_4.xyz * _Scale.xyz); vec4 pos_11; pos_11.w = tmpvar_2.w; vec3 bend_12; vec2 vWavesSum_13; vec4 vWaves_14; float fBranchPhase_15; fBranchPhase_15 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_16; tmpvar_16.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + fBranchPhase_15))); tmpvar_16.y = fBranchPhase_15; vWaves_14 = ((fract( ((_TimeX + tmpvar_16).xxyy * vec4(1.975, 0.793, 0.375, 0.193)) ) * 2.0) - 1.0); vec4 tmpvar_17; tmpvar_17 = abs((( fract((vWaves_14 + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_18; tmpvar_18 = ((tmpvar_17 * tmpvar_17) * (3.0 - (2.0 * tmpvar_17))); vWaves_14 = tmpvar_18; vWavesSum_13 = (tmpvar_18.xz + tmpvar_18.yw); bend_12.xz = ((gl_Color.y * 0.1) * tmpvar_8).xz; bend_12.y = (gl_MultiTexCoord1.y * 0.3); pos_11.xyz = (tmpvar_2.xyz + (( (vWavesSum_13.xyx * bend_12) + ((_Wind.xyz * vWavesSum_13.y) * gl_MultiTexCoord1.y) ) * _Wind.w)); pos_11.xyz = (pos_11.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_19; tmpvar_19.xz = vec2(0.0, 0.0); tmpvar_19.y = _SquashPlaneNormal.w; vec3 tmpvar_20; tmpvar_20 = mix ((pos_11.xyz + ( dot (_SquashPlaneNormal.xyz, (tmpvar_19 - pos_11.xyz)) * _SquashPlaneNormal.xyz)), pos_11.xyz, vec3(_SquashAmount)); vec4 tmpvar_21; tmpvar_21.w = 1.0; tmpvar_21.xyz = tmpvar_20; tmpvar_2 = tmpvar_21; vec4 tmpvar_22; tmpvar_22.xyz = (gl_Color.w * _Color.xyz); tmpvar_22.w = _Color.w; vec3 tmpvar_23; tmpvar_23 = normalize(tmpvar_8); tmpvar_3.xyz = normalize(tmpvar_10.xyz); vec4 pos_24; pos_24 = (gl_ModelViewProjectionMatrix * tmpvar_21); binormal_1 = (((tmpvar_23.yzx * tmpvar_3.zxy) - (tmpvar_23.zxy * tmpvar_3.yzx)) * tmpvar_10.w); mat3 tmpvar_25; tmpvar_25[0].x = tmpvar_3.x; tmpvar_25[0].y = binormal_1.x; tmpvar_25[0].z = tmpvar_23.x; tmpvar_25[1].x = tmpvar_3.y; tmpvar_25[1].y = binormal_1.y; tmpvar_25[1].z = tmpvar_23.y; tmpvar_25[2].x = tmpvar_3.z; tmpvar_25[2].y = binormal_1.z; tmpvar_25[2].z = tmpvar_23.z; vec4 tmpvar_26; tmpvar_26.w = 1.0; tmpvar_26.xyz = _WorldSpaceCameraPos; gl_Position = pos_24; vec4 tmpvar_27; tmpvar_27.yzw = vec3(0.0, 0.0, 0.0); tmpvar_27.x = pos_24.z; xlv_FOG = tmpvar_27; vec4 tmpvar_28; tmpvar_28.zw = vec2(0.0, 0.0); tmpvar_28.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_28; gl_FrontColor = tmpvar_22; vec4 tmpvar_29; tmpvar_29.w = 0.0; tmpvar_29.xyz = (tmpvar_25 * (( (_World2Object * _WorldSpaceLightPos0) .xyz * unity_Scale.w) - tmpvar_20)); gl_TexCoord[1] = tmpvar_29; vec4 tmpvar_30; tmpvar_30.w = 0.0; tmpvar_30.xyz = (tmpvar_25 * (( (_World2Object * tmpvar_26) .xyz * unity_Scale.w) - tmpvar_20)); gl_TexCoord[2] = tmpvar_30; vec4 tmpvar_31; tmpvar_31.w = 0.0; tmpvar_31.xyz = (_LightMatrix0 * (_Object2World * tmpvar_21)).xyz; gl_TexCoord[3] = tmpvar_31; } // stats: 79 alu 0 tex 0 flow // inputs: 6 // #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9 // #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #2: gl_Color (high float) 4x1 [-1] loc 3 // #3: gl_Normal (high float) 3x1 [-1] loc 2 // #4: gl_Vertex (high float) 4x1 [-1] loc 0 // #5: TANGENT (high float) 4x1 [-1] // uniforms: 15 (total size: 0) // #0: gl_ModelViewMatrixInverseTranspose (high float) 4x4 [-1] // #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #2: _Color (high float) 4x1 [-1] // #3: _LightMatrix0 (high float) 4x4 [-1] // #4: _MainTex_ST (high float) 4x1 [-1] // #5: _Object2World (high float) 4x4 [-1] // #6: _Scale (high float) 4x1 [-1] // #7: _SquashAmount (high float) 1x1 [-1] // #8: _SquashPlaneNormal (high float) 4x1 [-1] // #9: _TimeX (high float) 1x1 [-1] // #10: _Wind (high float) 4x1 [-1] // #11: _World2Object (high float) 4x4 [-1] // #12: _WorldSpaceCameraPos (high float) 3x1 [-1] // #13: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #14: unity_Scale (high float) 4x1 [-1]