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 SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct Input { vec2 uv_MainTex; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 hip_screen; }; uniform vec4 _MainTex_ST; 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 ); void treevertex( inout appdata_full v ); void PositionFog( in vec4 v, out vec4 pos, out float fog ); vec4 ComputeScreenPos( in vec4 pos ); v2f_surf vert_surf( in appdata_full 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); } void treevertex( inout appdata_full v ) { TerrainAnimateTree( v.vertex, v.color.w ); } void PositionFog( in vec4 v, out vec4 pos, out float fog ) { pos = ( gl_ModelViewProjectionMatrix * v ); fog = pos.z ; } vec4 ComputeScreenPos( in vec4 pos ) { vec4 o; o = (pos * 0.500000); o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w ); o.zw = pos.zw ; return o; } v2f_surf vert_surf( in appdata_full v ) { v2f_surf o; treevertex( v); PositionFog( v.vertex, o.pos, o.fog); o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw ); o.hip_screen = ComputeScreenPos( o.pos); return o; } attribute vec4 TANGENT; varying vec4 xlv_FOG; void main() { v2f_surf xl_retval; appdata_full xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.tangent = vec4( TANGENT); xlt_v.normal = vec3( gl_Normal); xlt_v.texcoord = vec4( gl_MultiTexCoord0); xlt_v.texcoord1 = vec4( gl_MultiTexCoord1); xlt_v.color = vec4( gl_Color); xl_retval = vert_surf( 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.hip_pack0, 0.0, 0.0); gl_TexCoord[1] = vec4( xl_retval.hip_screen); }