varying vec4 xlv_FOG; uniform vec4 unity_Scale; uniform vec4 _WorldSpaceLightPos0; uniform vec4 _WavingTint; uniform vec4 _WaveAndDistance; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform mat4 _LightMatrix0; void main () { vec4 vertex; vertex = gl_Vertex; vec4 outColor; vec3 waveMove; waveMove = vec3(0.0, 0.0, 0.0); vec4 tmpvar_1; tmpvar_1 = ((fract ((((gl_Vertex.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (gl_Vertex.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))) * 6.40885) - 3.14159); vec4 tmpvar_2; tmpvar_2 = (tmpvar_1 * tmpvar_1); vec4 tmpvar_3; tmpvar_3 = (tmpvar_2 * tmpvar_1); vec4 tmpvar_4; tmpvar_4 = (tmpvar_3 * tmpvar_2); vec4 tmpvar_5; tmpvar_5 = (((tmpvar_1 + (tmpvar_3 * -0.161616)) + (tmpvar_4 * 0.0083333)) + ((tmpvar_4 * tmpvar_2) * -0.00019841)); vec4 tmpvar_6; tmpvar_6 = (tmpvar_5 * tmpvar_5); vec4 tmpvar_7; tmpvar_7 = (tmpvar_6 * tmpvar_6); vec4 tmpvar_8; tmpvar_8 = (tmpvar_7 * (gl_Color.w * _WaveAndDistance.z)); waveMove.x = dot (tmpvar_8, vec4(0.024, 0.04, -0.12, 0.096)); waveMove.z = dot (tmpvar_8, vec4(0.006, 0.02, -0.02, 0.1)); vertex.xz = (gl_Vertex.xz - (waveMove.xz * _WaveAndDistance.z)); outColor.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_7, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7)))) * 2.0); outColor.w = 1.0; vec4 tmpvar_9; tmpvar_9 = (gl_ModelViewProjectionMatrix * vertex); mat3 tmpvar_10; tmpvar_10[0] = _Object2World[0].xyz; tmpvar_10[1] = _Object2World[1].xyz; tmpvar_10[2] = _Object2World[2].xyz; gl_Position = tmpvar_9; vec4 tmpvar_11; tmpvar_11.yzw = vec3(0.0, 0.0, 0.0); tmpvar_11.x = tmpvar_9.z; xlv_FOG = tmpvar_11; vec4 tmpvar_12; tmpvar_12.zw = vec2(0.0, 0.0); tmpvar_12.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_12; gl_FrontColor = outColor; vec4 tmpvar_13; tmpvar_13.w = 0.0; tmpvar_13.xyz = (tmpvar_10 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_13; vec4 tmpvar_14; tmpvar_14.w = 0.0; tmpvar_14.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * vertex).xyz); gl_TexCoord[2] = tmpvar_14; gl_TexCoord[3] = (_LightMatrix0 * (_Object2World * vertex)); }