uniform vec4 _CameraPosition; uniform vec3 _CameraRight; uniform vec3 _CameraUp; uniform vec4 _MainTex_ST; uniform vec4 _WaveAndDistance; uniform vec4 _WavingTint; uniform vec4 unity_LightShadowBias; attribute vec4 TANGENT; void main () { vec4 tmpvar_1; vec2 tmpvar_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; tmpvar_2 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1 = (gl_ModelViewProjectionMatrix * vertex_7); tmpvar_1.z = (tmpvar_1.z + unity_LightShadowBias.x); if ((tmpvar_1.z < -(tmpvar_1.w))) { tmpvar_1.z = -(tmpvar_1.w); }; gl_Position = tmpvar_1; vec4 tmpvar_19; tmpvar_19.zw = vec2(0.0, 0.0); tmpvar_19.xy = tmpvar_2; gl_TexCoord[1] = tmpvar_19; gl_FrontColor = outColor_8; } // stats: 50 alu 0 tex 2 flow // inputs: 4 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Color (high float) 4x1 [-1] loc 3 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // #3: TANGENT (high float) 4x1 [-1] // uniforms: 8 (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: _WaveAndDistance (high float) 4x1 [-1] // #6: _WavingTint (high float) 4x1 [-1] // #7: unity_LightShadowBias (high float) 4x1 [-1]