uniform vec4 _CameraPosition; uniform vec3 _CameraRight; uniform vec3 _CameraUp; uniform mat4 _LightMatrix0; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _WaveAndDistance; uniform vec4 _WavingTint; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec4 pos_1; pos_1 = gl_Vertex; vec2 offset_2; offset_2 = TANGENT.xy; vec3 grasspos_3; grasspos_3 = (gl_Vertex.xyz - _CameraPosition.xyz); float tmpvar_4; tmpvar_4 = dot (grasspos_3, grasspos_3); if ((tmpvar_4 > _WaveAndDistance.w)) { offset_2 = vec2(0.0, 0.0); }; pos_1.xyz = (gl_Vertex.xyz + (offset_2.x * _CameraRight)); pos_1.xyz = (pos_1.xyz + (offset_2.y * _CameraUp)); vec4 vertex_5; vertex_5.yw = pos_1.yw; vec4 outColor_6; vec3 waveMove_7; float lighting_8; vec4 s_9; vec4 waves_10; waveMove_7.y = 0.0; waves_10 = (pos_1.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)); waves_10 = (waves_10 + (pos_1.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))); waves_10 = (waves_10 + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8))); vec4 tmpvar_11; tmpvar_11 = fract(waves_10); waves_10 = tmpvar_11; vec4 val_12; vec4 s_13; vec4 r2_14; vec4 r1_15; vec4 r5_16; val_12 = ((tmpvar_11 * 6.40885) - 3.14159); r5_16 = (val_12 * val_12); r1_15 = (r5_16 * val_12); r2_14 = (r1_15 * r5_16); s_13 = (((val_12 + (r1_15 * -0.161616) ) + (r2_14 * 0.0083333)) + ((r2_14 * r5_16) * -0.00019841)); s_9 = (s_13 * s_13); s_9 = (s_9 * s_9); lighting_8 = (dot (s_9, vec4(0.6741998, 0.6741998, 0.2696799, 0.13484)) * 0.7); s_9 = (s_9 * TANGENT.y); waveMove_7.x = dot (s_9, vec4(0.024, 0.04, -0.12, 0.096)); waveMove_7.z = dot (s_9, vec4(0.006, 0.02, -0.02, 0.1)); vertex_5.xz = (pos_1.xz - (waveMove_7.xz * _WaveAndDistance.z)); outColor_6.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3(lighting_8))) * 2.0); outColor_6.w = 1.0; vec4 pos_17; pos_17 = (gl_ModelViewProjectionMatrix * vertex_5); mat3 tmpvar_18; tmpvar_18[0] = _Object2World[0].xyz; tmpvar_18[1] = _Object2World[1].xyz; tmpvar_18[2] = _Object2World[2].xyz; gl_Position = pos_17; vec4 tmpvar_19; tmpvar_19.yzw = vec3(0.0, 0.0, 0.0); tmpvar_19.x = pos_17.z; xlv_FOG = tmpvar_19; vec4 tmpvar_20; tmpvar_20.zw = vec2(0.0, 0.0); tmpvar_20.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_20; gl_FrontColor = outColor_6; vec4 tmpvar_21; tmpvar_21.w = 0.0; tmpvar_21.xyz = (tmpvar_18 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_21; vec4 tmpvar_22; tmpvar_22.w = 0.0; tmpvar_22.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * vertex_5).xyz); gl_TexCoord[2] = tmpvar_22; vec4 tmpvar_23; tmpvar_23.w = 0.0; tmpvar_23.xyz = (_LightMatrix0 * (_Object2World * vertex_5)).xyz; gl_TexCoord[3] = tmpvar_23; } // stats: 56 alu 0 tex 1 flow // inputs: 5 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Color (high float) 4x1 [-1] loc 3 // #2: gl_Normal (high float) 3x1 [-1] loc 2 // #3: gl_Vertex (high float) 4x1 [-1] loc 0 // #4: TANGENT (high float) 4x1 [-1] // uniforms: 11 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _CameraPosition (high float) 4x1 [-1] // #2: _CameraRight (high float) 3x1 [-1] // #3: _CameraUp (high float) 3x1 [-1] // #4: _LightMatrix0 (high float) 4x4 [-1] // #5: _MainTex_ST (high float) 4x1 [-1] // #6: _Object2World (high float) 4x4 [-1] // #7: _WaveAndDistance (high float) 4x1 [-1] // #8: _WavingTint (high float) 4x1 [-1] // #9: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #10: unity_Scale (high float) 4x1 [-1]