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; attribute vec4 TANGENT; void main () { vec4 wpos_1; float z_2; vec2 tmpvar_3; vec4 tmpvar_4; vec4 pos_5; float isBillboard_6; isBillboard_6 = (1.0 - abs(TANGENT.w)); vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = gl_Normal; pos_5 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * isBillboard_6)); tmpvar_4.w = pos_5.w; tmpvar_4.xyz = (pos_5.xyz * _Scale.xyz); vec4 pos_8; pos_8.w = tmpvar_4.w; vec3 bend_9; vec2 vWavesSum_10; vec4 vWaves_11; float fBranchPhase_12; fBranchPhase_12 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_13; tmpvar_13.x = dot (tmpvar_4.xyz, vec3((gl_Color.y + fBranchPhase_12))); tmpvar_13.y = fBranchPhase_12; vWaves_11 = ((fract( ((_TimeX + tmpvar_13).xxyy * vec4(1.975, 0.793, 0.375, 0.193)) ) * 2.0) - 1.0); vec4 tmpvar_14; tmpvar_14 = abs((( fract((vWaves_11 + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_15; tmpvar_15 = ((tmpvar_14 * tmpvar_14) * (3.0 - (2.0 * tmpvar_14))); vWaves_11 = tmpvar_15; vWavesSum_10 = (tmpvar_15.xz + tmpvar_15.yw); bend_9.xz = ((gl_Color.y * 0.1) * mix (gl_Normal, normalize( (tmpvar_7 * gl_ModelViewMatrixInverseTranspose) ).xyz, vec3(isBillboard_6))).xz; bend_9.y = (gl_MultiTexCoord1.y * 0.3); pos_8.xyz = (tmpvar_4.xyz + (( (vWavesSum_10.xyx * bend_9) + ((_Wind.xyz * vWavesSum_10.y) * gl_MultiTexCoord1.y) ) * _Wind.w)); pos_8.xyz = (pos_8.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_16; tmpvar_16.xz = vec2(0.0, 0.0); tmpvar_16.y = _SquashPlaneNormal.w; vec4 tmpvar_17; tmpvar_17.w = 1.0; tmpvar_17.xyz = mix ((pos_8.xyz + ( dot (_SquashPlaneNormal.xyz, (tmpvar_16 - pos_8.xyz)) * _SquashPlaneNormal.xyz)), pos_8.xyz, vec3(_SquashAmount)); tmpvar_4 = tmpvar_17; vec4 tmpvar_18; tmpvar_18.xyz = (gl_Color.w * _Color.xyz); tmpvar_18.w = _Color.w; z_2 = -((gl_ModelViewMatrix * tmpvar_17).z); tmpvar_3.x = z_2; tmpvar_3.y = ((z_2 * _LightShadowData.z) + _LightShadowData.w); wpos_1 = (_Object2World * tmpvar_17); gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_17); vec4 tmpvar_19; tmpvar_19.w = 0.0; tmpvar_19.xyz = (_World2Shadow * wpos_1).xyz; gl_TexCoord[0] = tmpvar_19; vec4 tmpvar_20; tmpvar_20.w = 0.0; tmpvar_20.xyz = (_World2Shadow1 * wpos_1).xyz; gl_TexCoord[1] = tmpvar_20; vec4 tmpvar_21; tmpvar_21.w = 0.0; tmpvar_21.xyz = (_World2Shadow2 * wpos_1).xyz; gl_TexCoord[2] = tmpvar_21; vec4 tmpvar_22; tmpvar_22.w = 0.0; tmpvar_22.xyz = (_World2Shadow3 * wpos_1).xyz; gl_TexCoord[3] = tmpvar_22; vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.xy = tmpvar_3; gl_TexCoord[4] = tmpvar_23; vec4 tmpvar_24; tmpvar_24.zw = vec2(0.0, 0.0); tmpvar_24.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[5] = tmpvar_24; gl_FrontColor = tmpvar_18; } // stats: 66 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: 16 (total size: 0) // #0: gl_ModelViewMatrixInverseTranspose (high float) 4x4 [-1] // #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #2: gl_ModelViewMatrix (high float) 4x4 [-1] // #3: _Color (high float) 4x1 [-1] // #4: _LightShadowData (high float) 4x1 [-1] // #5: _MainTex_ST (high float) 4x1 [-1] // #6: _Object2World (high float) 4x4 [-1] // #7: _Scale (high float) 4x1 [-1] // #8: _SquashAmount (high float) 1x1 [-1] // #9: _SquashPlaneNormal (high float) 4x1 [-1] // #10: _TimeX (high float) 1x1 [-1] // #11: _Wind (high float) 4x1 [-1] // #12: _World2Shadow (high float) 4x4 [-1] // #13: _World2Shadow1 (high float) 4x4 [-1] // #14: _World2Shadow2 (high float) 4x4 [-1] // #15: _World2Shadow3 (high float) 4x4 [-1]