varying vec4 xlv_FOG; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec4 _WorldSpaceLightPos0; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; uniform vec4 _Wind; uniform float _TimeX; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform mat4 _LightMatrix0; uniform vec4 _Color; 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.yw = vec2(0.0, 0.0); tmpvar_5.x = gl_Normal.z; tmpvar_5.z = -(gl_Normal.x); vec4 tmpvar_6; tmpvar_6 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * tmpvar_3)); vec3 tmpvar_7; tmpvar_7 = mix (gl_Normal, normalize ((tmpvar_4 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_3)); vec4 tmpvar_8; tmpvar_8.w = -1.0; tmpvar_8.xyz = normalize ((tmpvar_5 * gl_ModelViewMatrixInverseTranspose)).xyz; vec4 tmpvar_9; tmpvar_9 = mix (TANGENT, tmpvar_8, vec4(tmpvar_3)); tmpvar_1 = tmpvar_6; tmpvar_2 = tmpvar_9; tmpvar_1.xyz = (tmpvar_6.xyz * _Scale.xyz); vec4 pos_i0; pos_i0 = tmpvar_1; vec3 bend; float tmpvar_10; tmpvar_10 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_11; tmpvar_11.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_10))); tmpvar_11.y = tmpvar_10; vec4 tmpvar_12; tmpvar_12 = abs (((fract ((((fract (((_TimeX + tmpvar_11).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_13; tmpvar_13 = ((tmpvar_12 * tmpvar_12) * (3.0 - (2.0 * tmpvar_12))); vec2 tmpvar_14; tmpvar_14 = (tmpvar_13.xz + tmpvar_13.yw); bend = ((gl_Color.y * 0.1) * tmpvar_7); bend.y = (gl_MultiTexCoord1.y * 0.3); pos_i0.xyz = (tmpvar_1.xyz + (((tmpvar_14.xyx * bend) + ((_Wind.xyz * tmpvar_14.y) * gl_MultiTexCoord1.y)) * _Wind.w)); pos_i0.xyz = (pos_i0.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_15; tmpvar_15.xz = vec2(0.0, 0.0); tmpvar_15.y = _SquashPlaneNormal.w; vec3 tmpvar_16; tmpvar_16 = mix ((pos_i0.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_15 - pos_i0.xyz)) * _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 = (gl_Color.w * _Color.xyz); tmpvar_18.w = _Color.w; vec3 tmpvar_19; tmpvar_19 = normalize (tmpvar_7); tmpvar_2.xyz = normalize (tmpvar_9.xyz); vec4 tmpvar_20; tmpvar_20 = (gl_ModelViewProjectionMatrix * tmpvar_17); vec3 tmpvar_21; tmpvar_21 = (cross (tmpvar_19, tmpvar_2.xyz) * tmpvar_9.w); mat3 tmpvar_22; tmpvar_22[0].x = tmpvar_2.x; tmpvar_22[0].y = tmpvar_21.x; tmpvar_22[0].z = tmpvar_19.x; tmpvar_22[1].x = tmpvar_2.y; tmpvar_22[1].y = tmpvar_21.y; tmpvar_22[1].z = tmpvar_19.y; tmpvar_22[2].x = tmpvar_2.z; tmpvar_22[2].y = tmpvar_21.z; tmpvar_22[2].z = tmpvar_19.z; vec4 tmpvar_23; tmpvar_23.w = 1.0; tmpvar_23.xyz = _WorldSpaceCameraPos; gl_Position = tmpvar_20; vec4 tmpvar_24; tmpvar_24.yzw = vec3(0.0, 0.0, 0.0); tmpvar_24.x = tmpvar_20.z; xlv_FOG = tmpvar_24; vec4 tmpvar_25; tmpvar_25.zw = vec2(0.0, 0.0); tmpvar_25.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_25; gl_FrontColor = tmpvar_18; vec4 tmpvar_26; tmpvar_26.w = 0.0; tmpvar_26.xyz = (tmpvar_22 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - tmpvar_16)); gl_TexCoord[1] = tmpvar_26; vec4 tmpvar_27; tmpvar_27.w = 0.0; tmpvar_27.xyz = (tmpvar_22 * (((_World2Object * tmpvar_23).xyz * unity_Scale.w) - tmpvar_16)); gl_TexCoord[2] = tmpvar_27; vec4 tmpvar_28; tmpvar_28.w = 0.0; tmpvar_28.xyz = (_LightMatrix0 * (_Object2World * tmpvar_17)).xyz; gl_TexCoord[3] = tmpvar_28; }