2012-10-07 23:41:18 -04:00
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uniform mat4 _LightMatrix0;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
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uniform vec4 _Scale;
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uniform float _SquashAmount;
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uniform vec4 _SquashPlaneNormal;
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uniform vec4 _Time;
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uniform vec4 _Wind;
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uniform mat4 _World2Object;
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uniform vec3 _WorldSpaceCameraPos;
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uniform vec4 _WorldSpaceLightPos0;
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uniform mat4 glstate_matrix_invtrans_modelview0;
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uniform mat4 glstate_matrix_mvp;
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uniform vec4 unity_Scale;
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attribute vec4 TANGENT;
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varying vec2 xlv_TEXCOORD0;
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varying vec4 xlv_COLOR0;
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varying vec3 xlv_TEXCOORD1;
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varying vec3 xlv_TEXCOORD2;
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varying vec2 xlv_TEXCOORD3;
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2012-10-07 23:41:18 -04:00
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void main ()
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{
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2014-10-11 15:32:43 -04:00
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vec3 binormal_1;
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_2;
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2014-10-11 15:32:43 -04:00
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vec4 tmpvar_3;
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vec4 pos_4;
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float isBillboard_5;
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isBillboard_5 = (1.0 - abs(TANGENT.w));
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_6;
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tmpvar_6.w = 0.0;
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tmpvar_6.xyz = gl_Normal;
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_7;
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tmpvar_7.w = 0.0;
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tmpvar_7.xyz = TANGENT.xyz;
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vec4 tmpvar_8;
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tmpvar_8.zw = vec2(0.0, 0.0);
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tmpvar_8.xy = gl_Normal.xy;
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pos_4 = (gl_Vertex + ((tmpvar_8 * glstate_matrix_invtrans_modelview0) * isBillboard_5));
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vec3 tmpvar_9;
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tmpvar_9 = mix (gl_Normal, normalize((tmpvar_6 * glstate_matrix_invtrans_modelview0)).xyz, vec3(isBillboard_5));
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_10;
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tmpvar_10.w = -1.0;
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tmpvar_10.xyz = normalize((tmpvar_7 * glstate_matrix_invtrans_modelview0)).xyz;
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vec4 tmpvar_11;
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tmpvar_11 = mix (TANGENT, tmpvar_10, vec4(isBillboard_5));
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tmpvar_2.w = pos_4.w;
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tmpvar_3.w = tmpvar_11.w;
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tmpvar_2.xyz = (pos_4.xyz * _Scale.xyz);
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vec4 pos_12;
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pos_12.w = tmpvar_2.w;
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vec3 bend_13;
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vec2 vWavesSum_14;
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vec4 vWaves_15;
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float fBranchPhase_16;
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fBranchPhase_16 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
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2012-10-07 23:41:18 -04:00
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vec2 tmpvar_17;
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tmpvar_17.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + fBranchPhase_16)));
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tmpvar_17.y = fBranchPhase_16;
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vWaves_15 = ((fract(
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((_Time.yy + tmpvar_17).xxyy * vec4(1.975, 0.793, 0.375, 0.193))
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) * 2.0) - 1.0);
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vec4 tmpvar_18;
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tmpvar_18 = abs(((
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fract((vWaves_15 + 0.5))
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* 2.0) - 1.0));
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vec4 tmpvar_19;
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tmpvar_19 = ((tmpvar_18 * tmpvar_18) * (3.0 - (2.0 * tmpvar_18)));
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vWaves_15 = tmpvar_19;
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vWavesSum_14 = (tmpvar_19.xz + tmpvar_19.yw);
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bend_13.xz = ((gl_Color.y * 0.1) * tmpvar_9).xz;
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bend_13.y = (gl_MultiTexCoord1.y * 0.3);
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pos_12.xyz = (tmpvar_2.xyz + ((
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(vWavesSum_14.xyx * bend_13)
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+
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((_Wind.xyz * vWavesSum_14.y) * gl_MultiTexCoord1.y)
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) * _Wind.w));
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pos_12.xyz = (pos_12.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
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vec3 tmpvar_20;
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tmpvar_20 = mix ((pos_12.xyz - (
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(dot (_SquashPlaneNormal.xyz, pos_12.xyz) + _SquashPlaneNormal.w)
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* _SquashPlaneNormal.xyz)), pos_12.xyz, vec3(_SquashAmount));
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vec4 tmpvar_21;
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tmpvar_21.w = 1.0;
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tmpvar_21.xyz = tmpvar_20;
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tmpvar_2 = tmpvar_21;
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vec4 tmpvar_22;
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tmpvar_22.xyz = vec3(1.0, 1.0, 1.0);
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tmpvar_22.w = gl_Color.w;
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vec3 tmpvar_23;
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tmpvar_23 = normalize(tmpvar_9);
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tmpvar_3.xyz = normalize(tmpvar_11.xyz);
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binormal_1 = (((tmpvar_23.yzx * tmpvar_3.zxy) - (tmpvar_23.zxy * tmpvar_3.yzx)) * tmpvar_11.w);
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mat3 tmpvar_24;
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tmpvar_24[0].x = tmpvar_3.x;
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tmpvar_24[0].y = binormal_1.x;
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tmpvar_24[0].z = tmpvar_23.x;
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tmpvar_24[1].x = tmpvar_3.y;
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tmpvar_24[1].y = binormal_1.y;
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tmpvar_24[1].z = tmpvar_23.y;
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tmpvar_24[2].x = tmpvar_3.z;
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tmpvar_24[2].y = binormal_1.z;
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tmpvar_24[2].z = tmpvar_23.z;
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vec4 tmpvar_25;
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tmpvar_25.w = 1.0;
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tmpvar_25.xyz = _WorldSpaceCameraPos;
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gl_Position = (glstate_matrix_mvp * tmpvar_21);
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2012-10-07 23:41:18 -04:00
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xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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xlv_COLOR0 = tmpvar_22;
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xlv_TEXCOORD1 = (tmpvar_24 * (_World2Object * _WorldSpaceLightPos0).xyz);
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xlv_TEXCOORD2 = (tmpvar_24 * ((
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(_World2Object * tmpvar_25)
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.xyz * unity_Scale.w) - tmpvar_20));
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xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * tmpvar_21)).xy;
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2012-10-07 23:41:18 -04:00
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 71 alu 0 tex 0 flow
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// inputs: 6
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// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
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// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #2: gl_Color (high float) 4x1 [-1] loc 3
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// #3: gl_Normal (high float) 3x1 [-1] loc 2
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// #4: gl_Vertex (high float) 4x1 [-1] loc 0
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// #5: TANGENT (high float) 4x1 [-1]
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// uniforms: 14 (total size: 0)
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// #0: _LightMatrix0 (high float) 4x4 [-1]
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// #1: _MainTex_ST (high float) 4x1 [-1]
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// #2: _Object2World (high float) 4x4 [-1]
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// #3: _Scale (high float) 4x1 [-1]
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// #4: _SquashAmount (high float) 1x1 [-1]
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// #5: _SquashPlaneNormal (high float) 4x1 [-1]
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// #6: _Time (high float) 4x1 [-1]
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// #7: _Wind (high float) 4x1 [-1]
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// #8: _World2Object (high float) 4x4 [-1]
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// #9: _WorldSpaceCameraPos (high float) 3x1 [-1]
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// #10: _WorldSpaceLightPos0 (high float) 4x1 [-1]
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// #11: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1]
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// #12: glstate_matrix_mvp (high float) 4x4 [-1]
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// #13: unity_Scale (high float) 4x1 [-1]
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