uniform vec4 _Color; 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; tmpvar_2.w = gl_Vertex.w; tmpvar_3.w = TANGENT.w; tmpvar_2.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 pos_4; pos_4.w = tmpvar_2.w; vec3 bend_5; vec2 vWavesSum_6; vec4 vWaves_7; float fBranchPhase_8; fBranchPhase_8 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_9; tmpvar_9.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + fBranchPhase_8))); tmpvar_9.y = fBranchPhase_8; vWaves_7 = ((fract( ((_TimeX + tmpvar_9).xxyy * vec4(1.975, 0.793, 0.375, 0.193)) ) * 2.0) - 1.0); vec4 tmpvar_10; tmpvar_10 = abs((( fract((vWaves_7 + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_11; tmpvar_11 = ((tmpvar_10 * tmpvar_10) * (3.0 - (2.0 * tmpvar_10))); vWaves_7 = tmpvar_11; vWavesSum_6 = (tmpvar_11.xz + tmpvar_11.yw); bend_5.xz = ((gl_Color.y * 0.1) * gl_Normal).xz; bend_5.y = (gl_MultiTexCoord1.y * 0.3); pos_4.xyz = (tmpvar_2.xyz + (( (vWavesSum_6.xyx * bend_5) + ((_Wind.xyz * vWavesSum_6.y) * gl_MultiTexCoord1.y) ) * _Wind.w)); pos_4.xyz = (pos_4.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_12; tmpvar_12.xz = vec2(0.0, 0.0); tmpvar_12.y = _SquashPlaneNormal.w; vec3 tmpvar_13; tmpvar_13 = mix ((pos_4.xyz + ( dot (_SquashPlaneNormal.xyz, (tmpvar_12 - pos_4.xyz)) * _SquashPlaneNormal.xyz)), pos_4.xyz, vec3(_SquashAmount)); vec4 tmpvar_14; tmpvar_14.w = 1.0; tmpvar_14.xyz = tmpvar_13; tmpvar_2 = tmpvar_14; vec4 tmpvar_15; tmpvar_15.xyz = (gl_Color.w * _Color.xyz); tmpvar_15.w = _Color.w; vec3 tmpvar_16; tmpvar_16 = normalize(gl_Normal); tmpvar_3.xyz = normalize(TANGENT.xyz); vec4 pos_17; pos_17 = (gl_ModelViewProjectionMatrix * tmpvar_14); binormal_1 = (((tmpvar_16.yzx * tmpvar_3.zxy) - (tmpvar_16.zxy * tmpvar_3.yzx)) * TANGENT.w); mat3 tmpvar_18; tmpvar_18[0].x = tmpvar_3.x; tmpvar_18[0].y = binormal_1.x; tmpvar_18[0].z = tmpvar_16.x; tmpvar_18[1].x = tmpvar_3.y; tmpvar_18[1].y = binormal_1.y; tmpvar_18[1].z = tmpvar_16.y; tmpvar_18[2].x = tmpvar_3.z; tmpvar_18[2].y = binormal_1.z; tmpvar_18[2].z = tmpvar_16.z; vec4 tmpvar_19; tmpvar_19.w = 1.0; tmpvar_19.xyz = _WorldSpaceCameraPos; gl_Position = pos_17; vec4 tmpvar_20; tmpvar_20.yzw = vec3(0.0, 0.0, 0.0); tmpvar_20.x = pos_17.z; xlv_FOG = tmpvar_20; vec4 tmpvar_21; tmpvar_21.zw = vec2(0.0, 0.0); tmpvar_21.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_21; gl_FrontColor = tmpvar_15; vec4 tmpvar_22; tmpvar_22.w = 0.0; tmpvar_22.xyz = (tmpvar_18 * (_World2Object * _WorldSpaceLightPos0).xyz); gl_TexCoord[1] = tmpvar_22; vec4 tmpvar_23; tmpvar_23.w = 0.0; tmpvar_23.xyz = (tmpvar_18 * (( (_World2Object * tmpvar_19) .xyz * unity_Scale.w) - tmpvar_13)); gl_TexCoord[2] = tmpvar_23; } // stats: 59 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: 13 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _Color (high float) 4x1 [-1] // #2: _MainTex_ST (high float) 4x1 [-1] // #3: _Object2World (high float) 4x4 [-1] // #4: _Scale (high float) 4x1 [-1] // #5: _SquashAmount (high float) 1x1 [-1] // #6: _SquashPlaneNormal (high float) 4x1 [-1] // #7: _TimeX (high float) 1x1 [-1] // #8: _Wind (high float) 4x1 [-1] // #9: _World2Object (high float) 4x4 [-1] // #10: _WorldSpaceCameraPos (high float) 3x1 [-1] // #11: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #12: unity_Scale (high float) 4x1 [-1]