#version 300 es uniform highp float _Bias; uniform highp float _BlinkingTimeOffsScale; uniform highp vec4 _Color; uniform highp float _FadeOutDistFar; uniform highp float _FadeOutDistNear; uniform highp float _MaxGrowSize; uniform highp float _Multiplier; uniform highp float _NoiseAmount; uniform highp float _SizeGrowEndDist; uniform highp float _SizeGrowStartDist; uniform highp vec4 _Time; uniform highp float _TimeOffDuration; uniform highp float _TimeOnDuration; uniform highp float _VerticalBillboarding; uniform highp mat4 _World2Object; uniform highp vec3 _WorldSpaceCameraPos; uniform highp mat4 glstate_matrix_mvp; in highp vec4 _inVertex; in mediump vec3 _inNormal; in highp vec4 _uv0; in highp vec4 _uv1; in lowp vec4 _color; out highp vec2 xlv_TEXCOORD0; out lowp vec4 xlv_TEXCOORD1; void main () { highp vec3 tmpvar_1; highp vec4 tmpvar_2; tmpvar_1 = _inNormal; tmpvar_2 = _color; lowp vec4 tmpvar_3; highp float noiseWave_4; highp float noiseTime_5; highp float wave_6; highp float time_7; highp vec3 BBLocalPos_8; highp vec3 localDir_9; highp vec3 centerLocal_10; highp vec3 centerOffs_11; highp vec3 tmpvar_12; tmpvar_12.z = 0.0; tmpvar_12.xy = (vec2(0.5, 0.5) - tmpvar_2.xy); centerOffs_11 = (tmpvar_12 * _uv1.xyy); centerLocal_10 = (_inVertex.xyz + centerOffs_11); highp vec4 tmpvar_13; tmpvar_13.w = 1.0; tmpvar_13.xyz = _WorldSpaceCameraPos; localDir_9 = ((_World2Object * tmpvar_13).xyz - centerLocal_10); localDir_9.y = (localDir_9.y * _VerticalBillboarding); highp float tmpvar_14; tmpvar_14 = sqrt(dot (localDir_9, localDir_9)); highp vec3 dir_15; dir_15 = (localDir_9 / tmpvar_14); highp float tmpvar_16; tmpvar_16 = abs(dir_15.y); highp vec3 tmpvar_17; if ((tmpvar_16 > 0.999)) { tmpvar_17 = vec3(0.0, 0.0, 1.0); } else { tmpvar_17 = vec3(0.0, 1.0, 0.0); }; highp vec3 tmpvar_18; tmpvar_18 = normalize(((tmpvar_17.yzx * dir_15.zxy) - (tmpvar_17.zxy * dir_15.yzx))); highp vec3 tmpvar_19; tmpvar_19 = ((dir_15.yzx * tmpvar_18.zxy) - (dir_15.zxy * tmpvar_18.yzx)); highp float tmpvar_20; tmpvar_20 = min ((max ( (tmpvar_14 - _SizeGrowStartDist) , 0.0) / _SizeGrowEndDist), 1.0); BBLocalPos_8 = ((centerLocal_10 - ( (tmpvar_18 * centerOffs_11.x) + (tmpvar_19 * centerOffs_11.y) )) + (( (tmpvar_18 * tmpvar_1.x) + (tmpvar_19 * tmpvar_1.y) ) * ( (tmpvar_20 * tmpvar_20) * (_MaxGrowSize * tmpvar_2.w) ))); time_7 = (_Time.y + (_BlinkingTimeOffsScale * tmpvar_2.z)); highp float y_21; y_21 = (_TimeOnDuration + _TimeOffDuration); highp float tmpvar_22; tmpvar_22 = (time_7 / y_21); highp float tmpvar_23; tmpvar_23 = (fract(abs(tmpvar_22)) * y_21); highp float tmpvar_24; if ((tmpvar_22 >= 0.0)) { tmpvar_24 = tmpvar_23; } else { tmpvar_24 = -(tmpvar_23); }; highp float tmpvar_25; tmpvar_25 = clamp ((tmpvar_24 / (_TimeOnDuration * 0.25)), 0.0, 1.0); highp float edge0_26; edge0_26 = (_TimeOnDuration * 0.75); highp float tmpvar_27; tmpvar_27 = clamp (((tmpvar_24 - edge0_26) / (_TimeOnDuration - edge0_26)), 0.0, 1.0); wave_6 = ((tmpvar_25 * (tmpvar_25 * (3.0 - (2.0 * tmpvar_25)) )) * (1.0 - (tmpvar_27 * (tmpvar_27 * (3.0 - (2.0 * tmpvar_27))) ))); noiseTime_5 = (time_7 * (6.28319 / _TimeOnDuration)); noiseWave_4 = ((_NoiseAmount * ( sin(noiseTime_5) * ((0.5 * cos(( (noiseTime_5 * 0.6366) + 56.7272))) + 0.5) )) + (1.0 - _NoiseAmount)); highp float tmpvar_28; if ((_NoiseAmount < 0.01)) { tmpvar_28 = wave_6; } else { tmpvar_28 = noiseWave_4; }; wave_6 = (tmpvar_28 + _Bias); highp vec4 tmpvar_29; tmpvar_29.w = 1.0; tmpvar_29.xyz = BBLocalPos_8; highp float ffadeout_30; highp float nfadeout_31; highp float tmpvar_32; tmpvar_32 = clamp ((tmpvar_14 / _FadeOutDistNear), 0.0, 1.0); ffadeout_30 = (1.0 - clamp (( max ((tmpvar_14 - _FadeOutDistFar), 0.0) * 0.2), 0.0, 1.0)); ffadeout_30 = (ffadeout_30 * ffadeout_30); nfadeout_31 = (tmpvar_32 * tmpvar_32); nfadeout_31 = (nfadeout_31 * nfadeout_31); nfadeout_31 = (nfadeout_31 * ffadeout_30); tmpvar_3 = ((nfadeout_31 * _Color) * (_Multiplier * wave_6)); gl_Position = (glstate_matrix_mvp * tmpvar_29); xlv_TEXCOORD0 = _uv0.xy; xlv_TEXCOORD1 = tmpvar_3; } // stats: 95 alu 0 tex 3 flow // inputs: 5 // #0: _inVertex (high float) 4x1 [-1] // #1: _inNormal (medium float) 3x1 [-1] // #2: _uv0 (high float) 4x1 [-1] // #3: _uv1 (high float) 4x1 [-1] // #4: _color (low float) 4x1 [-1] // uniforms: 17 (total size: 0) // #0: _Bias (high float) 1x1 [-1] // #1: _BlinkingTimeOffsScale (high float) 1x1 [-1] // #2: _Color (high float) 4x1 [-1] // #3: _FadeOutDistFar (high float) 1x1 [-1] // #4: _FadeOutDistNear (high float) 1x1 [-1] // #5: _MaxGrowSize (high float) 1x1 [-1] // #6: _Multiplier (high float) 1x1 [-1] // #7: _NoiseAmount (high float) 1x1 [-1] // #8: _SizeGrowEndDist (high float) 1x1 [-1] // #9: _SizeGrowStartDist (high float) 1x1 [-1] // #10: _Time (high float) 4x1 [-1] // #11: _TimeOffDuration (high float) 1x1 [-1] // #12: _TimeOnDuration (high float) 1x1 [-1] // #13: _VerticalBillboarding (high float) 1x1 [-1] // #14: _World2Object (high float) 4x4 [-1] // #15: _WorldSpaceCameraPos (high float) 3x1 [-1] // #16: glstate_matrix_mvp (high float) 4x4 [-1]