uniform vec4 _CameraPosition; uniform vec3 _CameraRight; uniform vec3 _CameraUp; uniform mat4 _LightMatrix0; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _WaveAndDistance; uniform vec4 _WavingTint; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; void main () { vec4 pos_1; pos_1 = gl_Vertex; vec2 offset_2; offset_2 = TANGENT.xy; vec3 tmpvar_3; tmpvar_3 = (gl_Vertex.xyz - _CameraPosition.xyz); float tmpvar_4; tmpvar_4 = dot (tmpvar_3, tmpvar_3); if ((tmpvar_4 > _WaveAndDistance.w)) { offset_2 = vec2(0.0, 0.0); }; pos_1.xyz = (gl_Vertex.xyz + (offset_2.x * _CameraRight)); pos_1.xyz = (pos_1.xyz + (offset_2.y * _CameraUp)); vec4 vertex_5; vertex_5.yw = pos_1.yw; vec4 outColor_6; vec3 waveMove_7; waveMove_7.y = 0.0; vec4 tmpvar_8; tmpvar_8 = ((fract( (((pos_1.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos_1.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_9; tmpvar_9 = (tmpvar_8 * tmpvar_8); vec4 tmpvar_10; tmpvar_10 = (tmpvar_9 * tmpvar_8); vec4 tmpvar_11; tmpvar_11 = (tmpvar_10 * tmpvar_9); vec4 tmpvar_12; tmpvar_12 = (((tmpvar_8 + (tmpvar_10 * -0.161616) ) + (tmpvar_11 * 0.0083333)) + ((tmpvar_11 * tmpvar_9) * -0.00019841)); vec4 tmpvar_13; tmpvar_13 = (tmpvar_12 * tmpvar_12); vec4 tmpvar_14; tmpvar_14 = (tmpvar_13 * tmpvar_13); vec4 tmpvar_15; tmpvar_15 = (tmpvar_14 * TANGENT.y); waveMove_7.x = dot (tmpvar_15, vec4(0.024, 0.04, -0.12, 0.096)); waveMove_7.z = dot (tmpvar_15, vec4(0.006, 0.02, -0.02, 0.1)); vertex_5.xz = (pos_1.xz - (waveMove_7.xz * _WaveAndDistance.z)); outColor_6.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3( (dot (tmpvar_14, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7) ))) * 2.0); outColor_6.w = 1.0; vec4 tmpvar_16; tmpvar_16 = (gl_ModelViewProjectionMatrix * vertex_5); mat3 tmpvar_17; tmpvar_17[0] = _Object2World[0].xyz; tmpvar_17[1] = _Object2World[1].xyz; tmpvar_17[2] = _Object2World[2].xyz; gl_Position = tmpvar_16; vec4 tmpvar_18; tmpvar_18.yzw = vec3(0.0, 0.0, 0.0); tmpvar_18.x = tmpvar_16.z; xlv_FOG = tmpvar_18; vec4 tmpvar_19; tmpvar_19.zw = vec2(0.0, 0.0); tmpvar_19.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_19; gl_FrontColor = outColor_6; vec4 tmpvar_20; tmpvar_20.w = 0.0; tmpvar_20.xyz = (tmpvar_17 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_20; vec4 tmpvar_21; tmpvar_21.w = 0.0; tmpvar_21.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * vertex_5).xyz); gl_TexCoord[2] = tmpvar_21; vec4 tmpvar_22; tmpvar_22.w = 0.0; tmpvar_22.xyz = (_LightMatrix0 * (_Object2World * vertex_5)).xyz; gl_TexCoord[3] = tmpvar_22; } // inputs: 5, stats: 56 alu 0 tex 1 flow