attribute highp vec4 _glesVertex; attribute mediump vec3 _glesNormal; attribute highp vec4 _glesMultiTexCoord0; attribute highp vec4 _glesMultiTexCoord1; attribute lowp vec4 _glesColor; uniform highp mat4 _LightMatrix0; uniform highp vec4 _MainTex_ST; uniform highp mat4 _Object2World; uniform highp vec4 _Scale; uniform highp float _SquashAmount; uniform highp vec4 _SquashPlaneNormal; uniform highp vec4 _Time; uniform highp vec4 _Wind; uniform highp mat4 _World2Object; uniform highp vec3 _WorldSpaceCameraPos; uniform highp vec4 _WorldSpaceLightPos0; uniform highp mat4 glstate_matrix_invtrans_modelview0; uniform highp mat4 glstate_matrix_mvp; uniform highp vec4 unity_Scale; attribute vec4 TANGENT; varying highp vec2 xlv_TEXCOORD0; varying highp vec4 xlv_COLOR0; varying highp vec3 xlv_TEXCOORD1; varying highp vec3 xlv_TEXCOORD2; varying highp vec2 xlv_TEXCOORD3; void main () { highp vec3 tmpvar_1; highp vec4 tmpvar_2; tmpvar_1 = _glesNormal; tmpvar_2 = _glesColor; highp vec3 binormal_3; highp vec4 tmpvar_4; highp vec4 tmpvar_5; highp vec4 pos_6; highp float isBillboard_7; isBillboard_7 = (1.0 - abs(TANGENT.w)); highp vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = tmpvar_1; highp vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = TANGENT.xyz; highp vec4 tmpvar_10; tmpvar_10.zw = vec2(0.0, 0.0); tmpvar_10.xy = tmpvar_1.xy; pos_6 = (_glesVertex + ((tmpvar_10 * glstate_matrix_invtrans_modelview0) * isBillboard_7)); highp vec3 tmpvar_11; tmpvar_11 = mix (tmpvar_1, normalize((tmpvar_8 * glstate_matrix_invtrans_modelview0)).xyz, vec3(isBillboard_7)); highp vec4 tmpvar_12; tmpvar_12.w = -1.0; tmpvar_12.xyz = normalize((tmpvar_9 * glstate_matrix_invtrans_modelview0)).xyz; highp vec4 tmpvar_13; tmpvar_13 = mix (TANGENT, tmpvar_12, vec4(isBillboard_7)); tmpvar_4.w = pos_6.w; tmpvar_5.w = tmpvar_13.w; tmpvar_4.xyz = (pos_6.xyz * _Scale.xyz); highp vec4 pos_14; pos_14.w = tmpvar_4.w; highp vec3 bend_15; highp vec2 vWavesSum_16; highp vec4 vWaves_17; highp float fBranchPhase_18; fBranchPhase_18 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + tmpvar_2.x); highp vec2 tmpvar_19; tmpvar_19.x = dot (tmpvar_4.xyz, vec3((tmpvar_2.y + fBranchPhase_18))); tmpvar_19.y = fBranchPhase_18; vWaves_17 = ((fract( ((_Time.yy + tmpvar_19).xxyy * vec4(1.975, 0.793, 0.375, 0.193)) ) * 2.0) - 1.0); highp vec4 tmpvar_20; tmpvar_20 = abs((( fract((vWaves_17 + 0.5)) * 2.0) - 1.0)); highp vec4 tmpvar_21; tmpvar_21 = ((tmpvar_20 * tmpvar_20) * (3.0 - (2.0 * tmpvar_20))); vWaves_17 = tmpvar_21; vWavesSum_16 = (tmpvar_21.xz + tmpvar_21.yw); bend_15.xz = ((tmpvar_2.y * 0.1) * tmpvar_11).xz; bend_15.y = (_glesMultiTexCoord1.y * 0.3); pos_14.xyz = (tmpvar_4.xyz + (( (vWavesSum_16.xyx * bend_15) + ((_Wind.xyz * vWavesSum_16.y) * _glesMultiTexCoord1.y) ) * _Wind.w)); pos_14.xyz = (pos_14.xyz + (_glesMultiTexCoord1.x * _Wind.xyz)); highp vec3 tmpvar_22; tmpvar_22 = mix ((pos_14.xyz - ( (dot (_SquashPlaneNormal.xyz, pos_14.xyz) + _SquashPlaneNormal.w) * _SquashPlaneNormal.xyz)), pos_14.xyz, vec3(_SquashAmount)); highp vec4 tmpvar_23; tmpvar_23.w = 1.0; tmpvar_23.xyz = tmpvar_22; tmpvar_4 = tmpvar_23; highp vec4 tmpvar_24; tmpvar_24.xyz = vec3(1.0, 1.0, 1.0); tmpvar_24.w = tmpvar_2.w; highp vec3 tmpvar_25; tmpvar_25 = normalize(tmpvar_11); tmpvar_5.xyz = normalize(tmpvar_13.xyz); binormal_3 = (((tmpvar_25.yzx * tmpvar_5.zxy) - (tmpvar_25.zxy * tmpvar_5.yzx)) * tmpvar_13.w); highp mat3 tmpvar_26; tmpvar_26[0].x = tmpvar_5.x; tmpvar_26[0].y = binormal_3.x; tmpvar_26[0].z = tmpvar_25.x; tmpvar_26[1].x = tmpvar_5.y; tmpvar_26[1].y = binormal_3.y; tmpvar_26[1].z = tmpvar_25.y; tmpvar_26[2].x = tmpvar_5.z; tmpvar_26[2].y = binormal_3.z; tmpvar_26[2].z = tmpvar_25.z; highp vec4 tmpvar_27; tmpvar_27.w = 1.0; tmpvar_27.xyz = _WorldSpaceCameraPos; gl_Position = (glstate_matrix_mvp * tmpvar_23); xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); xlv_COLOR0 = tmpvar_24; xlv_TEXCOORD1 = (tmpvar_26 * (_World2Object * _WorldSpaceLightPos0).xyz); xlv_TEXCOORD2 = (tmpvar_26 * (( (_World2Object * tmpvar_27) .xyz * unity_Scale.w) - tmpvar_22)); xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * tmpvar_23)).xy; } // stats: 71 alu 0 tex 0 flow // inputs: 6 // #0: _glesVertex (high float) 4x1 [-1] // #1: _glesNormal (medium float) 3x1 [-1] // #2: _glesMultiTexCoord0 (high float) 4x1 [-1] // #3: _glesMultiTexCoord1 (high float) 4x1 [-1] // #4: _glesColor (low float) 4x1 [-1] // #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]