struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct v2f_surf { vec4 pos; }; attribute vec4 TANGENT; uniform vec4 unity_LightShadowBias; uniform vec4 _Wind; uniform float _TimeX; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform mat4 _Object2World; uniform vec4 _Color; vec4 Squash ( in vec4 pos_1 ) { vec3 planeNormal_2; vec3 planePoint_3; vec3 projectedVertex_4; vec3 tmpvar_5; tmpvar_5 = pos_1.xyz; projectedVertex_4 = tmpvar_5; vec3 tmpvar_6; tmpvar_6.xz = vec2(0.0, 0.0); tmpvar_6.y = _SquashPlaneNormal.w; vec3 tmpvar_7; tmpvar_7 = tmpvar_6; planePoint_3 = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = _SquashPlaneNormal.xyz; planeNormal_2 = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = pos_1.xyz; float tmpvar_10; tmpvar_10 = dot (planeNormal_2, (planePoint_3 - tmpvar_9)); vec3 tmpvar_11; tmpvar_11 = (projectedVertex_4 + (tmpvar_10 * planeNormal_2)); projectedVertex_4 = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = vec3(_SquashAmount); vec3 tmpvar_13; tmpvar_13 = mix (projectedVertex_4, pos_1.xyz, tmpvar_12); vec4 tmpvar_14; tmpvar_14.w = 1.0; tmpvar_14.xyz = tmpvar_13.xyz; vec4 tmpvar_15; tmpvar_15 = tmpvar_14; pos_1 = tmpvar_15; return pos_1; } vec4 TriangleWave ( in vec4 x_16 ) { vec4 tmpvar_17; tmpvar_17 = fract ((x_16 + 0.5)); vec4 tmpvar_18; tmpvar_18 = abs (((tmpvar_17 * 2.0) - 1.0)); return tmpvar_18; } vec4 SmoothCurve ( in vec4 x_19 ) { return ((x_19 * x_19) * (3.0 - (2.0 * x_19))); } vec4 SmoothTriangleWave ( in vec4 x_20 ) { vec4 tmpvar_21; tmpvar_21 = TriangleWave (x_20); vec4 tmpvar_22; tmpvar_22 = SmoothCurve (tmpvar_21); return tmpvar_22; } vec4 AnimateVertex ( in vec4 pos_23, in vec3 normal_24, in vec4 animParams_25 ) { vec3 bend_26; vec2 vWavesSum_27; vec4 vWaves_28; vec2 vWavesIn_29; float fVtxPhase_30; float fBranchPhase_31; float fObjPhase_32; float fBranchAmp_33; float fDetailAmp_34; float tmpvar_35; tmpvar_35 = 0.1; fDetailAmp_34 = tmpvar_35; float tmpvar_36; tmpvar_36 = 0.3; fBranchAmp_33 = tmpvar_36; float tmpvar_37; tmpvar_37 = dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)); float tmpvar_38; tmpvar_38 = tmpvar_37; fObjPhase_32 = tmpvar_38; float tmpvar_39; tmpvar_39 = (fObjPhase_32 + animParams_25.x); fBranchPhase_31 = tmpvar_39; vec3 tmpvar_40; tmpvar_40 = vec3((animParams_25.y + fBranchPhase_31)); float tmpvar_41; tmpvar_41 = dot (pos_23.xyz, tmpvar_40); float tmpvar_42; tmpvar_42 = tmpvar_41; fVtxPhase_30 = tmpvar_42; vec2 tmpvar_43; tmpvar_43.x = fVtxPhase_30; tmpvar_43.y = fBranchPhase_31; vec2 tmpvar_44; tmpvar_44 = (_TimeX + tmpvar_43); vWavesIn_29 = tmpvar_44; vec4 tmpvar_45; tmpvar_45 = fract ((vWavesIn_29.xxyy * vec4(1.975, 0.793, 0.375, 0.193))); vec4 tmpvar_46; tmpvar_46 = ((tmpvar_45 * 2.0) - 1.0); vWaves_28 = tmpvar_46; vec4 tmpvar_47; tmpvar_47 = SmoothTriangleWave (vWaves_28); vec4 tmpvar_48; tmpvar_48 = tmpvar_47; vWaves_28 = tmpvar_48; vec2 tmpvar_49; tmpvar_49 = (vWaves_28.xz + vWaves_28.yw); vWavesSum_27 = tmpvar_49; vec3 tmpvar_50; tmpvar_50 = ((animParams_25.y * fDetailAmp_34) * normal_24.xyz); bend_26 = tmpvar_50; float tmpvar_51; tmpvar_51 = (animParams_25.w * fBranchAmp_33); bend_26.y = vec2(tmpvar_51).y; vec3 tmpvar_52; tmpvar_52 = (pos_23.xyz + (((vWavesSum_27.xyx * bend_26) + ((_Wind.xyz * vWavesSum_27.y) * animParams_25.w)) * _Wind.w)); pos_23.xyz = tmpvar_52.xyz.xyz; vec3 tmpvar_53; tmpvar_53 = (pos_23.xyz + (animParams_25.z * _Wind.xyz)); pos_23.xyz = tmpvar_53.xyz.xyz; return pos_23; } void TreeVertBark ( inout appdata_full v_54 ) { vec3 tmpvar_55; tmpvar_55 = (v_54.vertex.xyz * _Scale.xyz); v_54.vertex.xyz = tmpvar_55.xyz.xyz; vec4 tmpvar_56; tmpvar_56.xy = v_54.color.xy.xy; tmpvar_56.zw = v_54.texcoord1.xy.xy; vec4 tmpvar_57; tmpvar_57 = AnimateVertex (v_54.vertex, v_54.normal, tmpvar_56); vec4 tmpvar_58; tmpvar_58 = tmpvar_57; v_54.vertex = tmpvar_58; vec4 tmpvar_59; tmpvar_59 = Squash (v_54.vertex); vec4 tmpvar_60; tmpvar_60 = tmpvar_59; v_54.vertex = tmpvar_60; vec4 tmpvar_61; tmpvar_61.xyz = (v_54.color.w * _Color.xyz).xyz; tmpvar_61.w = _Color.w; vec4 tmpvar_62; tmpvar_62 = tmpvar_61; v_54.color = tmpvar_62; vec3 tmpvar_63; tmpvar_63 = normalize (v_54.normal); vec3 tmpvar_64; tmpvar_64 = tmpvar_63; v_54.normal = tmpvar_64; vec3 tmpvar_65; tmpvar_65 = normalize (v_54.tangent.xyz); vec3 tmpvar_66; tmpvar_66 = tmpvar_65; v_54.tangent.xyz = tmpvar_66.xyz.xyz; } v2f_surf vert_surf ( in appdata_full v_67 ) { v2f_surf o_68; TreeVertBark (v_67); vec4 tmpvar_69; tmpvar_69 = (gl_ModelViewProjectionMatrix * v_67.vertex); o_68.pos = tmpvar_69; float tmpvar_70; tmpvar_70 = (o_68.pos.z + unity_LightShadowBias.x); o_68.pos.z = vec3(tmpvar_70).z; if ((o_68.pos.z < -(o_68.pos.w))) { float tmpvar_71; tmpvar_71 = -(o_68.pos.w); o_68.pos.z = vec3(tmpvar_71).z; }; return o_68; } void main () { appdata_full xlt_v_72; v2f_surf xl_retval_73; vec4 tmpvar_74; tmpvar_74 = gl_Vertex.xyzw; vec4 tmpvar_75; tmpvar_75 = tmpvar_74; xlt_v_72.vertex = tmpvar_75; vec4 tmpvar_76; tmpvar_76 = TANGENT.xyzw; vec4 tmpvar_77; tmpvar_77 = tmpvar_76; xlt_v_72.tangent = tmpvar_77; vec3 tmpvar_78; tmpvar_78 = gl_Normal.xyz; vec3 tmpvar_79; tmpvar_79 = tmpvar_78; xlt_v_72.normal = tmpvar_79; vec4 tmpvar_80; tmpvar_80 = gl_MultiTexCoord0.xyzw; vec4 tmpvar_81; tmpvar_81 = tmpvar_80; xlt_v_72.texcoord = tmpvar_81; vec4 tmpvar_82; tmpvar_82 = gl_MultiTexCoord1.xyzw; vec4 tmpvar_83; tmpvar_83 = tmpvar_82; xlt_v_72.texcoord1 = tmpvar_83; vec4 tmpvar_84; tmpvar_84 = gl_Color.xyzw; vec4 tmpvar_85; tmpvar_85 = tmpvar_84; xlt_v_72.color = tmpvar_85; v2f_surf tmpvar_86; tmpvar_86 = vert_surf (xlt_v_72); v2f_surf tmpvar_87; tmpvar_87 = tmpvar_86; xl_retval_73 = tmpvar_87; vec4 tmpvar_88; tmpvar_88 = xl_retval_73.pos.xyzw; vec4 tmpvar_89; tmpvar_89 = tmpvar_88; gl_Position = tmpvar_89; }