uniform mat4 _LightMatrix0; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _WaveAndDistance; uniform vec4 _WavingTint; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; varying vec4 xlv_FOG; void main () { vec4 vertex_1; vertex_1.yw = gl_Vertex.yw; vec4 outColor_2; vec3 waveMove_3; waveMove_3.y = 0.0; vec4 tmpvar_4; tmpvar_4 = ((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_5; tmpvar_5 = (tmpvar_4 * tmpvar_4); vec4 tmpvar_6; tmpvar_6 = (tmpvar_5 * tmpvar_4); vec4 tmpvar_7; tmpvar_7 = (tmpvar_6 * tmpvar_5); vec4 tmpvar_8; tmpvar_8 = (((tmpvar_4 + (tmpvar_6 * -0.161616) ) + (tmpvar_7 * 0.0083333)) + ((tmpvar_7 * tmpvar_5) * -0.00019841)); vec4 tmpvar_9; tmpvar_9 = (tmpvar_8 * tmpvar_8); vec4 tmpvar_10; tmpvar_10 = (tmpvar_9 * tmpvar_9); vec4 tmpvar_11; tmpvar_11 = (tmpvar_10 * (gl_Color.w * _WaveAndDistance.z)); waveMove_3.x = dot (tmpvar_11, vec4(0.024, 0.04, -0.12, 0.096)); waveMove_3.z = dot (tmpvar_11, vec4(0.006, 0.02, -0.02, 0.1)); vertex_1.xz = (gl_Vertex.xz - (waveMove_3.xz * _WaveAndDistance.z)); outColor_2.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3( (dot (tmpvar_10, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7) ))) * 2.0); outColor_2.w = 1.0; vec4 tmpvar_12; tmpvar_12 = (gl_ModelViewProjectionMatrix * vertex_1); mat3 tmpvar_13; tmpvar_13[0] = _Object2World[0].xyz; tmpvar_13[1] = _Object2World[1].xyz; tmpvar_13[2] = _Object2World[2].xyz; gl_Position = tmpvar_12; vec4 tmpvar_14; tmpvar_14.yzw = vec3(0.0, 0.0, 0.0); tmpvar_14.x = tmpvar_12.z; xlv_FOG = tmpvar_14; vec4 tmpvar_15; tmpvar_15.zw = vec2(0.0, 0.0); tmpvar_15.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_15; gl_FrontColor = outColor_2; vec4 tmpvar_16; tmpvar_16.w = 0.0; tmpvar_16.xyz = (tmpvar_13 * (gl_Normal * unity_Scale.w)); gl_TexCoord[1] = tmpvar_16; vec4 tmpvar_17; tmpvar_17.w = 0.0; tmpvar_17.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * vertex_1).xyz); gl_TexCoord[2] = tmpvar_17; gl_TexCoord[3] = (_LightMatrix0 * (_Object2World * vertex_1)); } // inputs: 4, stats: 48 alu 0 tex 0 flow