struct v2f { vec4 pos; vec2 uv; }; struct appdata_tree_billboard { vec4 vertex; vec4 color; vec4 texcoord; vec2 texcoord1; }; uniform vec4 _TreeBillboardDistances; uniform vec4 _TreeBillboardCameraUp; uniform vec3 _TreeBillboardCameraRight; uniform vec4 _TreeBillboardCameraPos; uniform vec4 _TreeBillboardCameraFront; void TerrainBillboardTree ( inout vec4 pos, in vec2 offset, in float offsetz ) { float absRadius; float billboardRootOffsetFactor; float billboardModeFactor; float radius; float billboardAngleFactor; float treeDistanceSqr; vec3 treePos; vec3 tmpvar_1; tmpvar_1 = (pos.xyz - _TreeBillboardCameraPos.xyz); treePos = tmpvar_1; float tmpvar_2; tmpvar_2 = dot (treePos, treePos); float tmpvar_3; tmpvar_3 = tmpvar_2; treeDistanceSqr = tmpvar_3; if ((treeDistanceSqr > _TreeBillboardDistances.x)) { vec2 tmpvar_4; tmpvar_4 = vec2(0.0, 0.0); offset = tmpvar_4.xy.xy; }; vec3 tmpvar_5; tmpvar_5 = (pos.xyz + (_TreeBillboardCameraRight.xyz * offset.x)); pos.xyz = tmpvar_5.xyz.xyz; float tmpvar_6; tmpvar_6 = _TreeBillboardCameraPos.w; billboardAngleFactor = tmpvar_6; float tmpvar_7; tmpvar_7 = mix (offset.y, offsetz, billboardAngleFactor); float tmpvar_8; tmpvar_8 = tmpvar_7; radius = tmpvar_8; float tmpvar_9; tmpvar_9 = _TreeBillboardCameraUp.w; billboardModeFactor = tmpvar_9; float tmpvar_10; tmpvar_10 = _TreeBillboardCameraFront.w; billboardRootOffsetFactor = tmpvar_10; float tmpvar_11; tmpvar_11 = abs (radius); float tmpvar_12; tmpvar_12 = tmpvar_11; absRadius = tmpvar_12; float tmpvar_13; tmpvar_13 = max (0.0, radius); vec3 tmpvar_14; tmpvar_14 = vec3(billboardModeFactor); vec3 tmpvar_15; tmpvar_15 = mix (((((_TreeBillboardCameraUp.xyz * tmpvar_13) * 2.0) - (vec3(0.0, 1.0, 0.0) * absRadius)) - ((_TreeBillboardCameraUp.xyz * absRadius) * billboardRootOffsetFactor)), (_TreeBillboardCameraUp.xyz * radius), tmpvar_14); vec3 tmpvar_16; tmpvar_16 = (pos.xyz + tmpvar_15); pos.xyz = tmpvar_16.xyz.xyz; } v2f vert ( in appdata_tree_billboard v ) { v2f o; TerrainBillboardTree (v.vertex, v.texcoord1.xy, v.texcoord.y); vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * v.vertex); o.pos = tmpvar_1; float tmpvar_2; tmpvar_2 = v.texcoord.x; o.uv.x = tmpvar_2; float tmpvar_3; tmpvar_3 = float((v.texcoord.y > 0.0)); o.uv.y = vec2(tmpvar_3).y; return o; } void main () { appdata_tree_billboard xlt_v; v2f xl_retval; vec4 tmpvar_1; tmpvar_1 = gl_Vertex.xyzw; vec4 tmpvar_2; tmpvar_2 = tmpvar_1; xlt_v.vertex = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = gl_Color.xyzw; vec4 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_v.color = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = gl_MultiTexCoord0.xyzw; vec4 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_v.texcoord = tmpvar_6; vec2 tmpvar_7; tmpvar_7 = gl_MultiTexCoord1.xy; vec2 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_v.texcoord1 = tmpvar_8; v2f tmpvar_9; tmpvar_9 = vert (xlt_v); v2f tmpvar_10; tmpvar_10 = tmpvar_9; xl_retval = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = xl_retval.pos.xyzw; vec4 tmpvar_12; tmpvar_12 = tmpvar_11; gl_Position = tmpvar_12; vec4 tmpvar_13; tmpvar_13.zw = vec2(0.0, 0.0); tmpvar_13.xy = xl_retval.uv.xy; vec4 tmpvar_14; tmpvar_14 = tmpvar_13; gl_TexCoord[0] = tmpvar_14; }