varying vec2 xlv_TEXCOORD3; varying vec3 xlv_TEXCOORD2; varying vec3 xlv_TEXCOORD1; varying vec4 xlv_COLOR0; varying vec2 xlv_TEXCOORD0; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform mat4 glstate_matrix_mvp; uniform mat4 glstate_matrix_invtrans_modelview0; uniform vec4 _WorldSpaceLightPos0; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; uniform vec4 _Wind; uniform vec4 _Time; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform mat4 _LightMatrix0; void main () { vec4 tmpvar_1; vec4 tmpvar_2; float tmpvar_3; tmpvar_3 = (1.0 - abs (TANGENT.w)); vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = gl_Normal; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = TANGENT.xyz; vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 0.0); tmpvar_6.xy = gl_Normal.xy; vec4 tmpvar_7; tmpvar_7 = (gl_Vertex + ((tmpvar_6 * glstate_matrix_invtrans_modelview0) * tmpvar_3)); vec3 tmpvar_8; tmpvar_8 = mix (gl_Normal, normalize ((tmpvar_4 * glstate_matrix_invtrans_modelview0)).xyz, vec3(tmpvar_3)); vec4 tmpvar_9; tmpvar_9.w = -1.0; tmpvar_9.xyz = normalize ((tmpvar_5 * glstate_matrix_invtrans_modelview0)).xyz; vec4 tmpvar_10; tmpvar_10 = mix (TANGENT, tmpvar_9, vec4(tmpvar_3)); tmpvar_1 = tmpvar_7; tmpvar_2 = tmpvar_10; tmpvar_1.xyz = (tmpvar_7.xyz * _Scale.xyz); vec4 pos_i0; pos_i0 = tmpvar_1; vec3 bend; float tmpvar_11; tmpvar_11 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_12; tmpvar_12.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_11))); tmpvar_12.y = tmpvar_11; vec4 tmpvar_13; tmpvar_13 = abs (((fract ((((fract (((_Time.yy + tmpvar_12).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_14; tmpvar_14 = ((tmpvar_13 * tmpvar_13) * (3.0 - (2.0 * tmpvar_13))); vec2 tmpvar_15; tmpvar_15 = (tmpvar_14.xz + tmpvar_14.yw); bend = ((gl_Color.y * 0.1) * tmpvar_8); bend.y = (gl_MultiTexCoord1.y * 0.3); pos_i0.xyz = (tmpvar_1.xyz + (((tmpvar_15.xyx * bend) + ((_Wind.xyz * tmpvar_15.y) * gl_MultiTexCoord1.y)) * _Wind.w)); pos_i0.xyz = (pos_i0.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_16; tmpvar_16 = mix ((pos_i0.xyz - ((dot (_SquashPlaneNormal.xyz, pos_i0.xyz) + _SquashPlaneNormal.w) * _SquashPlaneNormal.xyz)), pos_i0.xyz, vec3(_SquashAmount)); vec4 tmpvar_17; tmpvar_17.w = 1.0; tmpvar_17.xyz = tmpvar_16; tmpvar_1 = tmpvar_17; vec4 tmpvar_18; tmpvar_18.xyz = vec3(1.0, 1.0, 1.0); tmpvar_18.w = gl_Color.w; vec3 tmpvar_19; tmpvar_19 = normalize (tmpvar_8); tmpvar_2.xyz = normalize (tmpvar_10.xyz); vec3 tmpvar_20; tmpvar_20 = (cross (tmpvar_19, tmpvar_2.xyz) * tmpvar_10.w); mat3 tmpvar_21; tmpvar_21[0].x = tmpvar_2.x; tmpvar_21[0].y = tmpvar_20.x; tmpvar_21[0].z = tmpvar_19.x; tmpvar_21[1].x = tmpvar_2.y; tmpvar_21[1].y = tmpvar_20.y; tmpvar_21[1].z = tmpvar_19.y; tmpvar_21[2].x = tmpvar_2.z; tmpvar_21[2].y = tmpvar_20.z; tmpvar_21[2].z = tmpvar_19.z; vec4 tmpvar_22; tmpvar_22.w = 1.0; tmpvar_22.xyz = _WorldSpaceCameraPos; gl_Position = (glstate_matrix_mvp * tmpvar_17); xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); xlv_COLOR0 = tmpvar_18; xlv_TEXCOORD1 = (tmpvar_21 * (_World2Object * _WorldSpaceLightPos0).xyz); xlv_TEXCOORD2 = (tmpvar_21 * (((_World2Object * tmpvar_22).xyz * unity_Scale.w) - tmpvar_16)); xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * tmpvar_17)).xy; }