uniform vec4 _CameraPosition; uniform vec3 _CameraRight; uniform vec3 _CameraUp; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _WaveAndDistance; uniform vec4 _WavingTint; uniform vec4 unity_4LightAtten0; uniform vec4 unity_4LightPosX0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosZ0; uniform vec3 unity_LightColor0; uniform vec3 unity_LightColor1; uniform vec3 unity_LightColor2; uniform vec3 unity_LightColor3; uniform vec4 unity_SHAb; uniform vec4 unity_SHAg; uniform vec4 unity_SHAr; uniform vec4 unity_SHBb; uniform vec4 unity_SHBg; uniform vec4 unity_SHBr; uniform vec4 unity_SHC; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec3 worldPos_1; vec3 worldN_2; vec4 pos_3; pos_3 = gl_Vertex; vec2 offset_4; offset_4 = TANGENT.xy; vec3 grasspos_5; grasspos_5 = (gl_Vertex.xyz - _CameraPosition.xyz); float tmpvar_6; tmpvar_6 = dot (grasspos_5, grasspos_5); if ((tmpvar_6 > _WaveAndDistance.w)) { offset_4 = vec2(0.0, 0.0); }; pos_3.xyz = (gl_Vertex.xyz + (offset_4.x * _CameraRight)); pos_3.xyz = (pos_3.xyz + (offset_4.y * _CameraUp)); vec4 vertex_7; vertex_7.yw = pos_3.yw; vec4 outColor_8; vec3 waveMove_9; float lighting_10; vec4 s_11; vec4 waves_12; waveMove_9.y = 0.0; waves_12 = (pos_3.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)); waves_12 = (waves_12 + (pos_3.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))); waves_12 = (waves_12 + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8))); vec4 tmpvar_13; tmpvar_13 = fract(waves_12); waves_12 = tmpvar_13; vec4 val_14; vec4 s_15; vec4 r2_16; vec4 r1_17; vec4 r5_18; val_14 = ((tmpvar_13 * 6.40885) - 3.14159); r5_18 = (val_14 * val_14); r1_17 = (r5_18 * val_14); r2_16 = (r1_17 * r5_18); s_15 = (((val_14 + (r1_17 * -0.161616) ) + (r2_16 * 0.0083333)) + ((r2_16 * r5_18) * -0.00019841)); s_11 = (s_15 * s_15); s_11 = (s_11 * s_11); lighting_10 = (dot (s_11, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7); s_11 = (s_11 * TANGENT.y); waveMove_9.x = dot (s_11, vec4(0.024, 0.04, -0.12, 0.096)); waveMove_9.z = dot (s_11, vec4(0.006, 0.02, -0.02, 0.1)); vertex_7.xz = (pos_3.xz - (waveMove_9.xz * _WaveAndDistance.z)); outColor_8.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3(lighting_10))) * 2.0); outColor_8.w = 1.0; vec4 pos_19; pos_19 = (gl_ModelViewProjectionMatrix * vertex_7); mat3 tmpvar_20; tmpvar_20[0] = _Object2World[0].xyz; tmpvar_20[1] = _Object2World[1].xyz; tmpvar_20[2] = _Object2World[2].xyz; worldN_2 = (tmpvar_20 * (gl_Normal * unity_Scale.w)); vec4 tmpvar_21; tmpvar_21.w = 1.0; tmpvar_21.xyz = worldN_2; vec3 x2_22; vec4 vB_23; vec3 x1_24; x1_24.x = dot (unity_SHAr, tmpvar_21); x1_24.y = dot (unity_SHAg, tmpvar_21); x1_24.z = dot (unity_SHAb, tmpvar_21); vB_23 = (worldN_2.xyzz * worldN_2.yzzx); x2_22.x = dot (unity_SHBr, vB_23); x2_22.y = dot (unity_SHBg, vB_23); x2_22.z = dot (unity_SHBb, vB_23); worldPos_1 = (_Object2World * vertex_7).xyz; vec3 col_25; vec4 diff_26; vec4 ndotl_27; vec4 lengthSq_28; vec4 toLightZ_29; vec4 toLightY_30; vec4 toLightX_31; toLightX_31 = (unity_4LightPosX0 - worldPos_1.x); toLightY_30 = (unity_4LightPosY0 - worldPos_1.y); toLightZ_29 = (unity_4LightPosZ0 - worldPos_1.z); lengthSq_28 = (toLightX_31 * toLightX_31); lengthSq_28 = (lengthSq_28 + (toLightY_30 * toLightY_30)); lengthSq_28 = (lengthSq_28 + (toLightZ_29 * toLightZ_29)); ndotl_27 = (toLightX_31 * worldN_2.x); ndotl_27 = (ndotl_27 + (toLightY_30 * worldN_2.y)); ndotl_27 = (ndotl_27 + (toLightZ_29 * worldN_2.z)); vec4 tmpvar_32; tmpvar_32 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_27 * inversesqrt(lengthSq_28))); ndotl_27 = tmpvar_32; diff_26 = (tmpvar_32 * (1.0/((1.0 + (lengthSq_28 * unity_4LightAtten0) )))); col_25 = (unity_LightColor0 * diff_26.x); col_25 = (col_25 + (unity_LightColor1 * diff_26.y)); col_25 = (col_25 + (unity_LightColor2 * diff_26.z)); col_25 = (col_25 + (unity_LightColor3 * diff_26.w)); gl_Position = pos_19; vec4 tmpvar_33; tmpvar_33.yzw = vec3(0.0, 0.0, 0.0); tmpvar_33.x = pos_19.z; xlv_FOG = tmpvar_33; vec4 tmpvar_34; tmpvar_34.zw = vec2(0.0, 0.0); tmpvar_34.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_34; gl_FrontColor = outColor_8; vec4 tmpvar_35; tmpvar_35.w = 0.0; tmpvar_35.xyz = worldN_2; gl_TexCoord[1] = tmpvar_35; vec4 tmpvar_36; tmpvar_36.w = 0.0; tmpvar_36.xyz = (((x1_24 + x2_22) + (unity_SHC.xyz * ((worldN_2.x * worldN_2.x) - (worldN_2.y * worldN_2.y)) )) + col_25); gl_TexCoord[2] = tmpvar_36; } // stats: 94 alu 0 tex 1 flow // inputs: 5 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Color (high float) 4x1 [-1] loc 3 // #2: gl_Normal (high float) 3x1 [-1] loc 2 // #3: gl_Vertex (high float) 4x1 [-1] loc 0 // #4: TANGENT (high float) 4x1 [-1] // uniforms: 24 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _CameraPosition (high float) 4x1 [-1] // #2: _CameraRight (high float) 3x1 [-1] // #3: _CameraUp (high float) 3x1 [-1] // #4: _MainTex_ST (high float) 4x1 [-1] // #5: _Object2World (high float) 4x4 [-1] // #6: _WaveAndDistance (high float) 4x1 [-1] // #7: _WavingTint (high float) 4x1 [-1] // #8: unity_4LightAtten0 (high float) 4x1 [-1] // #9: unity_4LightPosX0 (high float) 4x1 [-1] // #10: unity_4LightPosY0 (high float) 4x1 [-1] // #11: unity_4LightPosZ0 (high float) 4x1 [-1] // #12: unity_LightColor0 (high float) 3x1 [-1] // #13: unity_LightColor1 (high float) 3x1 [-1] // #14: unity_LightColor2 (high float) 3x1 [-1] // #15: unity_LightColor3 (high float) 3x1 [-1] // #16: unity_SHAb (high float) 4x1 [-1] // #17: unity_SHAg (high float) 4x1 [-1] // #18: unity_SHAr (high float) 4x1 [-1] // #19: unity_SHBb (high float) 4x1 [-1] // #20: unity_SHBg (high float) 4x1 [-1] // #21: unity_SHBr (high float) 4x1 [-1] // #22: unity_SHC (high float) 4x1 [-1] // #23: unity_Scale (high float) 4x1 [-1]