uniform vec4 _MainTex_ST; uniform vec4 _ProjectionParams; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform mat4 _TerrainEngineBendTree; varying vec4 xlv_FOG; void main () { vec4 pos_1; pos_1.w = gl_Vertex.w; pos_1.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 tmpvar_2; tmpvar_2.w = 0.0; tmpvar_2.xyz = pos_1.xyz; pos_1.xyz = mix (pos_1.xyz, (_TerrainEngineBendTree * tmpvar_2).xyz, gl_Color.www); vec3 tmpvar_3; tmpvar_3.xz = vec2(0.0, 0.0); tmpvar_3.y = _SquashPlaneNormal.w; vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = mix ((pos_1.xyz + ( dot (_SquashPlaneNormal.xyz, (tmpvar_3 - pos_1.xyz)) * _SquashPlaneNormal.xyz)), pos_1.xyz, vec3(_SquashAmount)); pos_1 = tmpvar_4; vec4 pos_5; pos_5 = (gl_ModelViewProjectionMatrix * tmpvar_4); vec4 o_6; o_6 = (pos_5 * 0.5); vec2 tmpvar_7; tmpvar_7.x = o_6.x; tmpvar_7.y = (o_6.y * _ProjectionParams.x); o_6.xy = (tmpvar_7 + o_6.w); o_6.zw = pos_5.zw; gl_Position = pos_5; vec4 tmpvar_8; tmpvar_8.yzw = vec3(0.0, 0.0, 0.0); tmpvar_8.x = pos_5.z; xlv_FOG = tmpvar_8; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 0.0); tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_9; gl_TexCoord[1] = o_6; } // stats: 19 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: 7 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _MainTex_ST (high float) 4x1 [-1] // #2: _ProjectionParams (high float) 4x1 [-1] // #3: _Scale (high float) 4x1 [-1] // #4: _SquashAmount (high float) 1x1 [-1] // #5: _SquashPlaneNormal (high float) 4x1 [-1] // #6: _TerrainEngineBendTree (high float) 4x4 [-1]