2012-10-07 23:41:18 -04:00
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uniform vec4 _LightPositionRange;
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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 mat4 _TerrainEngineBendTree;
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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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gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_4);
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vec4 tmpvar_5;
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tmpvar_5.w = 0.0;
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tmpvar_5.xyz = ((_Object2World * tmpvar_4).xyz - _LightPositionRange.xyz);
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gl_TexCoord[0] = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6.zw = vec2(0.0, 0.0);
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tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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gl_TexCoord[1] = tmpvar_6;
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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: 18 alu 0 tex 0 flow
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// inputs: 3
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// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #1: gl_Color (high float) 4x1 [-1] loc 3
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// #2: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 8 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #1: _LightPositionRange (high float) 4x1 [-1]
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// #2: _MainTex_ST (high float) 4x1 [-1]
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// #3: _Object2World (high float) 4x4 [-1]
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// #4: _Scale (high float) 4x1 [-1]
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// #5: _SquashAmount (high float) 1x1 [-1]
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// #6: _SquashPlaneNormal (high float) 4x1 [-1]
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// #7: _TerrainEngineBendTree (high float) 4x4 [-1]
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