uniform vec4 _LightShadowData; uniform mat4 _Object2World; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform mat4 _TerrainEngineBendTree; uniform mat4 _World2Shadow; uniform mat4 _World2Shadow1; uniform mat4 _World2Shadow2; uniform mat4 _World2Shadow3; void main () { vec4 wpos_1; float z_2; vec2 tmpvar_3; vec4 pos_4; pos_4.w = gl_Vertex.w; pos_4.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = pos_4.xyz; pos_4.xyz = mix (pos_4.xyz, (_TerrainEngineBendTree * tmpvar_5).xyz, gl_Color.www); vec3 tmpvar_6; tmpvar_6.xz = vec2(0.0, 0.0); tmpvar_6.y = _SquashPlaneNormal.w; vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = mix ((pos_4.xyz + ( dot (_SquashPlaneNormal.xyz, (tmpvar_6 - pos_4.xyz)) * _SquashPlaneNormal.xyz)), pos_4.xyz, vec3(_SquashAmount)); pos_4 = tmpvar_7; z_2 = -((gl_ModelViewMatrix * tmpvar_7).z); tmpvar_3.x = z_2; tmpvar_3.y = ((z_2 * _LightShadowData.z) + _LightShadowData.w); wpos_1 = (_Object2World * tmpvar_7); gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_7); vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = (_World2Shadow * wpos_1).xyz; gl_TexCoord[0] = tmpvar_8; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = (_World2Shadow1 * wpos_1).xyz; gl_TexCoord[1] = tmpvar_9; vec4 tmpvar_10; tmpvar_10.w = 0.0; tmpvar_10.xyz = (_World2Shadow2 * wpos_1).xyz; gl_TexCoord[2] = tmpvar_10; vec4 tmpvar_11; tmpvar_11.w = 0.0; tmpvar_11.xyz = (_World2Shadow3 * wpos_1).xyz; gl_TexCoord[3] = tmpvar_11; vec4 tmpvar_12; tmpvar_12.zw = vec2(0.0, 0.0); tmpvar_12.xy = tmpvar_3; gl_TexCoord[4] = tmpvar_12; } // stats: 26 alu 0 tex 0 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 3 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 12 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: gl_ModelViewMatrix (high float) 4x4 [-1] // #2: _LightShadowData (high float) 4x1 [-1] // #3: _Object2World (high float) 4x4 [-1] // #4: _Scale (high float) 4x1 [-1] // #5: _SquashAmount (high float) 1x1 [-1] // #6: _SquashPlaneNormal (high float) 4x1 [-1] // #7: _TerrainEngineBendTree (high float) 4x4 [-1] // #8: _World2Shadow (high float) 4x4 [-1] // #9: _World2Shadow1 (high float) 4x4 [-1] // #10: _World2Shadow2 (high float) 4x4 [-1] // #11: _World2Shadow3 (high float) 4x4 [-1]