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 LeafSurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; vec3 Translucency; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; vec3 _ShadowCoord0; vec3 _ShadowCoord1; vec3 _ShadowCoord2; vec3 _ShadowCoord3; vec2 _ShadowZFade; vec2 hip_pack0; vec4 lop_color; }; uniform vec4 _Color; uniform vec4 _LightShadowData; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform float _TimeX; uniform vec4 _Wind; uniform mat4 _World2Shadow; uniform mat4 _World2Shadow1; uniform mat4 _World2Shadow2; uniform mat4 _World2Shadow3; vec4 Squash( in vec4 pos ); void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent ); vec4 TriangleWave( in vec4 x ); vec4 SmoothCurve( in vec4 x ); vec4 SmoothTriangleWave( in vec4 x ); vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams ); void TreeVertLeaf( inout appdata_full v ); 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 ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent ) { float isBillboard; vec3 norb; vec3 tanb; isBillboard = (1.00000 - abs( tangent.w )); norb = vec3( normalize( ( vec4( normal, 0.000000) * mat ) )); tanb = vec3( normalize( ( vec4( normal.z , 0.000000, ( -normal.x ), 0.000000) * mat ) )); pos += (( tangent * mat ) * isBillboard); normal = mix( normal, norb, vec3( isBillboard)); tangent = mix( tangent, vec4( tanb, -1.00000), vec4( isBillboard)); } vec4 TriangleWave( in vec4 x ) { return abs( ((fract( (x + 0.500000) ) * 2.00000) - 1.00000) ); } vec4 SmoothCurve( in vec4 x ) { return ((x * x) * (3.00000 - (2.00000 * x))); } vec4 SmoothTriangleWave( in vec4 x ) { return SmoothCurve( TriangleWave( x)); } vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams ) { float fDetailAmp = 0.100000; float fBranchAmp = 0.300000; float fObjPhase; float fBranchPhase; float fVtxPhase; vec2 vWavesIn; vec4 vWaves; vec2 vWavesSum; vec3 bend; fObjPhase = dot( _Object2World[ 3 ].xyz , vec3( 1.00000)); fBranchPhase = (fObjPhase + animParams.x ); fVtxPhase = dot( pos.xyz , vec3( (animParams.y + fBranchPhase))); vWavesIn = (_TimeX + vec2( fVtxPhase, fBranchPhase)); vWaves = ((fract( (vWavesIn.xxyy * vec4( 1.97500, 0.793000, 0.375000, 0.193000)) ) * 2.00000) - 1.00000); vWaves = SmoothTriangleWave( vWaves); vWavesSum = (vWaves.xz + vWaves.yw ); bend = ((animParams.y * fDetailAmp) * normal.xyz ); bend.y = (animParams.w * fBranchAmp); pos.xyz += (((vWavesSum.xyx * bend) + ((_Wind.xyz * vWavesSum.y ) * animParams.w )) * _Wind.w ); pos.xyz += (animParams.z * _Wind.xyz ); return pos; } void TreeVertLeaf( inout appdata_full v ) { ExpandBillboard( gl_ModelViewMatrixInverseTranspose, v.vertex, v.normal, v.tangent); v.vertex.xyz *= _Scale.xyz ; v.vertex = AnimateVertex( v.vertex, v.normal, vec4( v.color.xy , v.texcoord1.xy )); v.vertex = Squash( v.vertex); v.color = vec4( (v.color.w * _Color.xyz ), _Color.w ); v.normal = normalize( v.normal ); v.tangent.xyz = normalize( v.tangent.xyz ); } v2f_surf vert_surf( in appdata_full v ) { v2f_surf o; float z; vec4 wpos; TreeVertLeaf( v); o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw ); o.lop_color = v.color; o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); z = ( -( gl_ModelViewMatrix * v.vertex ).z ); o._ShadowZFade.x = z; o._ShadowZFade.y = ((z * _LightShadowData.z ) + _LightShadowData.w ); wpos = ( _Object2World * v.vertex ); o._ShadowCoord0 = ( _World2Shadow * wpos ).xyz ; o._ShadowCoord1 = ( _World2Shadow1 * wpos ).xyz ; o._ShadowCoord2 = ( _World2Shadow2 * wpos ).xyz ; o._ShadowCoord3 = ( _World2Shadow3 * wpos ).xyz ; return o; } attribute vec4 TANGENT; 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); gl_TexCoord[0] = vec4( xl_retval._ShadowCoord0, 0.0); gl_TexCoord[1] = vec4( xl_retval._ShadowCoord1, 0.0); gl_TexCoord[2] = vec4( xl_retval._ShadowCoord2, 0.0); gl_TexCoord[3] = vec4( xl_retval._ShadowCoord3, 0.0); gl_TexCoord[4] = vec4( xl_retval._ShadowZFade, 0.0, 0.0); gl_TexCoord[5] = vec4( xl_retval.hip_pack0, 0.0, 0.0); gl_FrontColor = vec4( xl_retval.lop_color); }