uniform vec4 _WaveOffset; uniform float _WaveScale; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; varying vec4 xlv_FOG; void main () { vec4 temp_1; vec4 pos_2; pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); temp_1 = ((gl_Vertex.xzxz * _WaveScale) + _WaveOffset); vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = _WorldSpaceCameraPos; gl_Position = pos_2; vec4 tmpvar_4; tmpvar_4.yzw = vec3(0.0, 0.0, 0.0); tmpvar_4.x = pos_2.z; xlv_FOG = tmpvar_4; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = (temp_1.xy * vec2(0.4, 0.45)); gl_TexCoord[0] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 0.0); tmpvar_6.xy = temp_1.wz; gl_TexCoord[1] = tmpvar_6; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = normalize((( (_World2Object * tmpvar_3) .xyz * unity_Scale.w) - gl_Vertex.xyz)).xzy; gl_TexCoord[2] = tmpvar_7; } // stats: 13 alu 0 tex 0 flow // inputs: 1 // #0: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 6 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _WaveOffset (high float) 4x1 [-1] // #2: _WaveScale (high float) 1x1 [-1] // #3: _World2Object (high float) 4x4 [-1] // #4: _WorldSpaceCameraPos (high float) 3x1 [-1] // #5: unity_Scale (high float) 4x1 [-1]