uniform mat4 _LightMatrix0; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _WaveAndDistance; uniform vec4 _WavingTint; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; varying vec4 xlv_FOG; void main () { vec4 vertex_1; vertex_1.yw = gl_Vertex.yw; vec4 outColor_2; vec3 waveMove_3; float lighting_4; vec4 s_5; vec4 waves_6; waveMove_3.y = 0.0; waves_6 = (gl_Vertex.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)); waves_6 = (waves_6 + (gl_Vertex.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))); waves_6 = (waves_6 + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8))); vec4 tmpvar_7; tmpvar_7 = fract(waves_6); waves_6 = tmpvar_7; vec4 val_8; vec4 s_9; vec4 r2_10; vec4 r1_11; vec4 r5_12; val_8 = ((tmpvar_7 * 6.40885) - 3.14159); r5_12 = (val_8 * val_8); r1_11 = (r5_12 * val_8); r2_10 = (r1_11 * r5_12); s_9 = (((val_8 + (r1_11 * -0.161616) ) + (r2_10 * 0.0083333)) + ((r2_10 * r5_12) * -0.00019841)); s_5 = (s_9 * s_9); s_5 = (s_5 * s_5); lighting_4 = (dot (s_5, vec4(0.6741998, 0.6741998, 0.2696799, 0.13484)) * 0.7); s_5 = (s_5 * (gl_Color.w * _WaveAndDistance.z)); waveMove_3.x = dot (s_5, vec4(0.024, 0.04, -0.12, 0.096)); waveMove_3.z = dot (s_5, vec4(0.006, 0.02, -0.02, 0.1)); vertex_1.xz = (gl_Vertex.xz - (waveMove_3.xz * _WaveAndDistance.z)); outColor_2.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3(lighting_4))) * 2.0); outColor_2.w = 1.0; vec4 pos_13; pos_13 = (gl_ModelViewProjectionMatrix * vertex_1); mat3 tmpvar_14; tmpvar_14[0] = _Object2World[0].xyz; tmpvar_14[1] = _Object2World[1].xyz; tmpvar_14[2] = _Object2World[2].xyz; gl_Position = pos_13; vec4 tmpvar_15; tmpvar_15.yzw = vec3(0.0, 0.0, 0.0); tmpvar_15.x = pos_13.z; xlv_FOG = tmpvar_15; vec4 tmpvar_16; tmpvar_16.zw = vec2(0.0, 0.0); tmpvar_16.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_16; gl_FrontColor = outColor_2; vec4 tmpvar_17; tmpvar_17.w = 0.0; tmpvar_17.xyz = (tmpvar_14 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_17; vec4 tmpvar_18; tmpvar_18.w = 0.0; tmpvar_18.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * vertex_1).xyz); gl_TexCoord[2] = tmpvar_18; gl_TexCoord[3] = (_LightMatrix0 * (_Object2World * vertex_1)); } // stats: 48 alu 0 tex 0 flow // inputs: 4 // #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 // uniforms: 8 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _LightMatrix0 (high float) 4x4 [-1] // #2: _MainTex_ST (high float) 4x1 [-1] // #3: _Object2World (high float) 4x4 [-1] // #4: _WaveAndDistance (high float) 4x1 [-1] // #5: _WavingTint (high float) 4x1 [-1] // #6: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #7: unity_Scale (high float) 4x1 [-1]