#version 300 es 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; in highp vec4 _inVertex; in mediump vec3 _inNormal; in highp vec4 _uv0; in highp vec4 _uv1; in lowp vec4 _color; in mediump vec4 TANGENT; out highp vec2 xlv_TEXCOORD0; out lowp vec4 xlv_COLOR0; out mediump vec3 xlv_TEXCOORD1; out mediump vec3 xlv_TEXCOORD2; out mediump vec2 xlv_TEXCOORD3; void main () { highp vec4 tmpvar_1; highp vec3 tmpvar_2; highp vec4 tmpvar_3; tmpvar_1 = TANGENT; tmpvar_2 = _inNormal; tmpvar_3 = _color; highp vec3 binormal_4; highp vec4 tmpvar_5; highp vec4 tmpvar_6; highp vec4 pos_7; highp float isBillboard_8; isBillboard_8 = (1.0 - abs(tmpvar_1.w)); highp vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = tmpvar_2; highp vec4 tmpvar_10; tmpvar_10.w = 0.0; tmpvar_10.xyz = tmpvar_1.xyz; highp vec4 tmpvar_11; tmpvar_11.zw = vec2(0.0, 0.0); tmpvar_11.xy = tmpvar_2.xy; pos_7 = (_inVertex + ((tmpvar_11 * glstate_matrix_invtrans_modelview0) * isBillboard_8)); highp vec3 tmpvar_12; tmpvar_12 = mix (tmpvar_2, normalize((tmpvar_9 * glstate_matrix_invtrans_modelview0)).xyz, vec3(isBillboard_8)); highp vec4 tmpvar_13; tmpvar_13.w = -1.0; tmpvar_13.xyz = normalize((tmpvar_10 * glstate_matrix_invtrans_modelview0)).xyz; highp vec4 tmpvar_14; tmpvar_14 = mix (tmpvar_1, tmpvar_13, vec4(isBillboard_8)); tmpvar_5.w = pos_7.w; tmpvar_6.w = tmpvar_14.w; tmpvar_5.xyz = (pos_7.xyz * _Scale.xyz); highp vec4 pos_15; pos_15.w = tmpvar_5.w; highp vec3 bend_16; highp vec2 vWavesSum_17; highp vec4 vWaves_18; highp float fBranchPhase_19; fBranchPhase_19 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + tmpvar_3.x); highp vec2 tmpvar_20; tmpvar_20.x = dot (tmpvar_5.xyz, vec3((tmpvar_3.y + fBranchPhase_19))); tmpvar_20.y = fBranchPhase_19; vWaves_18 = ((fract( ((_Time.yy + tmpvar_20).xxyy * vec4(1.975, 0.793, 0.375, 0.193)) ) * 2.0) - 1.0); highp vec4 tmpvar_21; tmpvar_21 = abs((( fract((vWaves_18 + 0.5)) * 2.0) - 1.0)); highp vec4 tmpvar_22; tmpvar_22 = ((tmpvar_21 * tmpvar_21) * (3.0 - (2.0 * tmpvar_21))); vWaves_18 = tmpvar_22; vWavesSum_17 = (tmpvar_22.xz + tmpvar_22.yw); bend_16.xz = ((tmpvar_3.y * 0.1) * tmpvar_12).xz; bend_16.y = (_uv1.y * 0.3); pos_15.xyz = (tmpvar_5.xyz + (( (vWavesSum_17.xyx * bend_16) + ((_Wind.xyz * vWavesSum_17.y) * _uv1.y) ) * _Wind.w)); pos_15.xyz = (pos_15.xyz + (_uv1.x * _Wind.xyz)); highp vec3 tmpvar_23; tmpvar_23 = mix ((pos_15.xyz - ( (dot (_SquashPlaneNormal.xyz, pos_15.xyz) + _SquashPlaneNormal.w) * _SquashPlaneNormal.xyz)), pos_15.xyz, vec3(_SquashAmount)); highp vec4 tmpvar_24; tmpvar_24.w = 1.0; tmpvar_24.xyz = tmpvar_23; tmpvar_5 = tmpvar_24; highp vec4 tmpvar_25; tmpvar_25.xyz = vec3(1.0, 1.0, 1.0); tmpvar_25.w = tmpvar_3.w; highp vec3 tmpvar_26; tmpvar_26 = normalize(tmpvar_12); tmpvar_6.xyz = normalize(tmpvar_14.xyz); binormal_4 = (((tmpvar_26.yzx * tmpvar_6.zxy) - (tmpvar_26.zxy * tmpvar_6.yzx)) * tmpvar_14.w); highp mat3 tmpvar_27; tmpvar_27[uint(0)].x = tmpvar_6.x; tmpvar_27[uint(0)].y = binormal_4.x; tmpvar_27[uint(0)].z = tmpvar_26.x; tmpvar_27[1u].x = tmpvar_6.y; tmpvar_27[1u].y = binormal_4.y; tmpvar_27[1u].z = tmpvar_26.y; tmpvar_27[2u].x = tmpvar_6.z; tmpvar_27[2u].y = binormal_4.z; tmpvar_27[2u].z = tmpvar_26.z; highp vec4 tmpvar_28; tmpvar_28.w = 1.0; tmpvar_28.xyz = _WorldSpaceCameraPos; gl_Position = (glstate_matrix_mvp * tmpvar_24); xlv_TEXCOORD0 = ((_uv0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); xlv_COLOR0 = tmpvar_25; highp vec3 tmpvar_29; tmpvar_29 = (tmpvar_27 * (_World2Object * _WorldSpaceLightPos0).xyz); xlv_TEXCOORD1 = tmpvar_29; highp vec3 tmpvar_30; tmpvar_30 = (tmpvar_27 * (( (_World2Object * tmpvar_28) .xyz * unity_Scale.w) - tmpvar_23)); xlv_TEXCOORD2 = tmpvar_30; highp vec2 tmpvar_31; tmpvar_31 = (_LightMatrix0 * (_Object2World * tmpvar_24)).xy; xlv_TEXCOORD3 = tmpvar_31; } // stats: 71 alu 0 tex 0 flow // inputs: 6 // #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] // #5: TANGENT (medium 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]