uniform mat4 _LightMatrix0; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform vec4 _Time; uniform vec4 _Wind; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform mat4 glstate_matrix_invtrans_modelview0; uniform mat4 glstate_matrix_mvp; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec2 xlv_TEXCOORD0; varying vec4 xlv_COLOR0; varying vec3 xlv_TEXCOORD1; varying vec3 xlv_TEXCOORD2; varying vec2 xlv_TEXCOORD3; void main () { vec3 binormal_1; vec4 tmpvar_2; vec4 tmpvar_3; vec4 pos_4; float isBillboard_5; isBillboard_5 = (1.0 - abs(TANGENT.w)); vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = gl_Normal; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = TANGENT.xyz; vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 0.0); tmpvar_8.xy = gl_Normal.xy; pos_4 = (gl_Vertex + ((tmpvar_8 * glstate_matrix_invtrans_modelview0) * isBillboard_5)); vec3 tmpvar_9; tmpvar_9 = mix (gl_Normal, normalize((tmpvar_6 * glstate_matrix_invtrans_modelview0)).xyz, vec3(isBillboard_5)); vec4 tmpvar_10; tmpvar_10.w = -1.0; tmpvar_10.xyz = normalize((tmpvar_7 * glstate_matrix_invtrans_modelview0)).xyz; vec4 tmpvar_11; tmpvar_11 = mix (TANGENT, tmpvar_10, vec4(isBillboard_5)); tmpvar_2.w = pos_4.w; tmpvar_3.w = tmpvar_11.w; tmpvar_2.xyz = (pos_4.xyz * _Scale.xyz); vec4 pos_12; pos_12.w = tmpvar_2.w; vec3 bend_13; vec2 vWavesSum_14; vec4 vWaves_15; float fBranchPhase_16; fBranchPhase_16 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_17; tmpvar_17.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + fBranchPhase_16))); tmpvar_17.y = fBranchPhase_16; vWaves_15 = ((fract( ((_Time.yy + tmpvar_17).xxyy * vec4(1.975, 0.793, 0.375, 0.193)) ) * 2.0) - 1.0); vec4 tmpvar_18; tmpvar_18 = abs((( fract((vWaves_15 + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_19; tmpvar_19 = ((tmpvar_18 * tmpvar_18) * (3.0 - (2.0 * tmpvar_18))); vWaves_15 = tmpvar_19; vWavesSum_14 = (tmpvar_19.xz + tmpvar_19.yw); bend_13.xz = ((gl_Color.y * 0.1) * tmpvar_9).xz; bend_13.y = (gl_MultiTexCoord1.y * 0.3); pos_12.xyz = (tmpvar_2.xyz + (( (vWavesSum_14.xyx * bend_13) + ((_Wind.xyz * vWavesSum_14.y) * gl_MultiTexCoord1.y) ) * _Wind.w)); pos_12.xyz = (pos_12.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_20; tmpvar_20 = mix ((pos_12.xyz - ( (dot (_SquashPlaneNormal.xyz, pos_12.xyz) + _SquashPlaneNormal.w) * _SquashPlaneNormal.xyz)), pos_12.xyz, vec3(_SquashAmount)); vec4 tmpvar_21; tmpvar_21.w = 1.0; tmpvar_21.xyz = tmpvar_20; tmpvar_2 = tmpvar_21; vec4 tmpvar_22; tmpvar_22.xyz = vec3(1.0, 1.0, 1.0); tmpvar_22.w = gl_Color.w; vec3 tmpvar_23; tmpvar_23 = normalize(tmpvar_9); tmpvar_3.xyz = normalize(tmpvar_11.xyz); binormal_1 = (((tmpvar_23.yzx * tmpvar_3.zxy) - (tmpvar_23.zxy * tmpvar_3.yzx)) * tmpvar_11.w); mat3 tmpvar_24; tmpvar_24[0].x = tmpvar_3.x; tmpvar_24[0].y = binormal_1.x; tmpvar_24[0].z = tmpvar_23.x; tmpvar_24[1].x = tmpvar_3.y; tmpvar_24[1].y = binormal_1.y; tmpvar_24[1].z = tmpvar_23.y; tmpvar_24[2].x = tmpvar_3.z; tmpvar_24[2].y = binormal_1.z; tmpvar_24[2].z = tmpvar_23.z; vec4 tmpvar_25; tmpvar_25.w = 1.0; tmpvar_25.xyz = _WorldSpaceCameraPos; gl_Position = (glstate_matrix_mvp * tmpvar_21); xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); xlv_COLOR0 = tmpvar_22; xlv_TEXCOORD1 = (tmpvar_24 * (_World2Object * _WorldSpaceLightPos0).xyz); xlv_TEXCOORD2 = (tmpvar_24 * (( (_World2Object * tmpvar_25) .xyz * unity_Scale.w) - tmpvar_20)); xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * tmpvar_21)).xy; } // stats: 71 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: 14 (total size: 0) // #0: _LightMatrix0 (high float) 4x4 [-1] // #1: _MainTex_ST (high float) 4x1 [-1] // #2: _Object2World (high float) 4x4 [-1] // #3: _Scale (high float) 4x1 [-1] // #4: _SquashAmount (high float) 1x1 [-1] // #5: _SquashPlaneNormal (high float) 4x1 [-1] // #6: _Time (high float) 4x1 [-1] // #7: _Wind (high float) 4x1 [-1] // #8: _World2Object (high float) 4x4 [-1] // #9: _WorldSpaceCameraPos (high float) 3x1 [-1] // #10: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #11: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1] // #12: glstate_matrix_mvp (high float) 4x4 [-1] // #13: unity_Scale (high float) 4x1 [-1]