uniform mat4 _Object2World; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform float _TimeX; uniform vec4 _Wind; uniform vec4 unity_LightShadowBias; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2.w = gl_Vertex.w; tmpvar_2.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 pos_3; pos_3.w = tmpvar_2.w; vec3 bend_4; vec2 vWavesSum_5; vec4 vWaves_6; float fBranchPhase_7; fBranchPhase_7 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_8; tmpvar_8.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + fBranchPhase_7))); tmpvar_8.y = fBranchPhase_7; vWaves_6 = ((fract( ((_TimeX + tmpvar_8).xxyy * vec4(1.975, 0.793, 0.375, 0.193)) ) * 2.0) - 1.0); vec4 tmpvar_9; tmpvar_9 = abs((( fract((vWaves_6 + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_10; tmpvar_10 = ((tmpvar_9 * tmpvar_9) * (3.0 - (2.0 * tmpvar_9))); vWaves_6 = tmpvar_10; vWavesSum_5 = (tmpvar_10.xz + tmpvar_10.yw); bend_4.xz = ((gl_Color.y * 0.1) * gl_Normal).xz; bend_4.y = (gl_MultiTexCoord1.y * 0.3); pos_3.xyz = (tmpvar_2.xyz + (( (vWavesSum_5.xyx * bend_4) + ((_Wind.xyz * vWavesSum_5.y) * gl_MultiTexCoord1.y) ) * _Wind.w)); pos_3.xyz = (pos_3.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_11; tmpvar_11.xz = vec2(0.0, 0.0); tmpvar_11.y = _SquashPlaneNormal.w; vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = mix ((pos_3.xyz + ( dot (_SquashPlaneNormal.xyz, (tmpvar_11 - pos_3.xyz)) * _SquashPlaneNormal.xyz)), pos_3.xyz, vec3(_SquashAmount)); tmpvar_2 = tmpvar_12; tmpvar_1 = (gl_ModelViewProjectionMatrix * tmpvar_12); tmpvar_1.z = (tmpvar_1.z + unity_LightShadowBias.x); if ((tmpvar_1.z < -(tmpvar_1.w))) { tmpvar_1.z = -(tmpvar_1.w); }; gl_Position = tmpvar_1; } // stats: 43 alu 0 tex 1 flow // inputs: 4 // #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9 // #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: _Object2World (high float) 4x4 [-1] // #2: _Scale (high float) 4x1 [-1] // #3: _SquashAmount (high float) 1x1 [-1] // #4: _SquashPlaneNormal (high float) 4x1 [-1] // #5: _TimeX (high float) 1x1 [-1] // #6: _Wind (high float) 4x1 [-1] // #7: unity_LightShadowBias (high float) 4x1 [-1]