2012-10-07 23:41:18 -04:00
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uniform vec4 _MainTex_ST;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _ProjectionParams;
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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 mat4 _TerrainEngineBendTree;
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varying vec4 xlv_FOG;
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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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vec4 pos_1;
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pos_1.w = gl_Vertex.w;
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pos_1.xyz = (gl_Vertex.xyz * _Scale.xyz);
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vec4 tmpvar_2;
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tmpvar_2.w = 0.0;
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tmpvar_2.xyz = pos_1.xyz;
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pos_1.xyz = mix (pos_1.xyz, (_TerrainEngineBendTree * tmpvar_2).xyz, gl_Color.www);
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vec3 tmpvar_3;
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tmpvar_3.xz = vec2(0.0, 0.0);
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tmpvar_3.y = _SquashPlaneNormal.w;
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vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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2014-02-11 02:06:13 -05:00
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tmpvar_4.xyz = mix ((pos_1.xyz + (
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dot (_SquashPlaneNormal.xyz, (tmpvar_3 - pos_1.xyz))
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* _SquashPlaneNormal.xyz)), pos_1.xyz, vec3(_SquashAmount));
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2012-10-07 23:41:18 -04:00
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pos_1 = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = (gl_ModelViewProjectionMatrix * tmpvar_4);
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vec4 o_6;
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vec4 tmpvar_7;
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tmpvar_7 = (tmpvar_5 * 0.5);
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vec2 tmpvar_8;
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tmpvar_8.x = tmpvar_7.x;
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tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
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o_6.xy = (tmpvar_8 + tmpvar_7.w);
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o_6.zw = tmpvar_5.zw;
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gl_Position = tmpvar_5;
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vec4 tmpvar_9;
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tmpvar_9.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_9.x = tmpvar_5.z;
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xlv_FOG = tmpvar_9;
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vec4 tmpvar_10;
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tmpvar_10.zw = vec2(0.0, 0.0);
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tmpvar_10.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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gl_TexCoord[0] = tmpvar_10;
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gl_TexCoord[1] = o_6;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 3, stats: 19 alu 0 tex 0 flow
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