struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 lightDir; vec3 viewDir; }; uniform vec4 _Color; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform float _TimeX; uniform vec4 _Wind; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; attribute vec4 TANGENT; varying vec4 xlv_FOG; vec4 Squash ( in vec4 pos_1 ) { vec3 planeNormal_2; vec3 planePoint_3; vec3 projectedVertex_4; vec3 tmpvar_5; tmpvar_5 = pos_1.xyz; projectedVertex_4 = tmpvar_5; vec3 tmpvar_6; tmpvar_6.xz = vec2(0.0, 0.0); tmpvar_6.y = _SquashPlaneNormal.w; vec3 tmpvar_7; tmpvar_7 = tmpvar_6; planePoint_3 = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = _SquashPlaneNormal.xyz; planeNormal_2 = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = pos_1.xyz; float tmpvar_10; tmpvar_10 = dot (planeNormal_2, (planePoint_3 - tmpvar_9)); vec3 tmpvar_11; tmpvar_11 = (projectedVertex_4 + (tmpvar_10 * planeNormal_2)); projectedVertex_4 = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = vec3(_SquashAmount); vec3 tmpvar_13; tmpvar_13 = mix (projectedVertex_4, pos_1.xyz, tmpvar_12); vec4 tmpvar_14; tmpvar_14.w = 1.0; tmpvar_14.xyz = tmpvar_13.xyz; vec4 tmpvar_15; tmpvar_15 = tmpvar_14; pos_1 = tmpvar_15; return pos_1; } vec4 TriangleWave ( in vec4 x_16 ) { vec4 tmpvar_17; tmpvar_17 = fract ((x_16 + 0.5)); vec4 tmpvar_18; tmpvar_18 = abs (((tmpvar_17 * 2.0) - 1.0)); return tmpvar_18; } vec4 SmoothCurve ( in vec4 x_19 ) { return ((x_19 * x_19) * (3.0 - (2.0 * x_19))); } vec4 SmoothTriangleWave ( in vec4 x_20 ) { vec4 tmpvar_21; tmpvar_21 = TriangleWave (x_20); vec4 tmpvar_22; tmpvar_22 = SmoothCurve (tmpvar_21); return tmpvar_22; } vec4 AnimateVertex ( in vec4 pos_23, in vec3 normal_24, in vec4 animParams_25 ) { vec3 bend_26; vec2 vWavesSum_27; vec4 vWaves_28; vec2 vWavesIn_29; float fVtxPhase_30; float fBranchPhase_31; float fObjPhase_32; float fBranchAmp_33; float fDetailAmp_34; float tmpvar_35; tmpvar_35 = 0.1; fDetailAmp_34 = tmpvar_35; float tmpvar_36; tmpvar_36 = 0.3; fBranchAmp_33 = tmpvar_36; float tmpvar_37; tmpvar_37 = dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)); float tmpvar_38; tmpvar_38 = tmpvar_37; fObjPhase_32 = tmpvar_38; float tmpvar_39; tmpvar_39 = (fObjPhase_32 + animParams_25.x); fBranchPhase_31 = tmpvar_39; vec3 tmpvar_40; tmpvar_40 = vec3((animParams_25.y + fBranchPhase_31)); float tmpvar_41; tmpvar_41 = dot (pos_23.xyz, tmpvar_40); float tmpvar_42; tmpvar_42 = tmpvar_41; fVtxPhase_30 = tmpvar_42; vec2 tmpvar_43; tmpvar_43.x = fVtxPhase_30; tmpvar_43.y = fBranchPhase_31; vec2 tmpvar_44; tmpvar_44 = (_TimeX + tmpvar_43); vWavesIn_29 = tmpvar_44; vec4 tmpvar_45; tmpvar_45 = fract ((vWavesIn_29.xxyy * vec4(1.975, 0.793, 0.375, 0.193))); vec4 tmpvar_46; tmpvar_46 = ((tmpvar_45 * 2.0) - 1.0); vWaves_28 = tmpvar_46; vec4 tmpvar_47; tmpvar_47 = SmoothTriangleWave (vWaves_28); vec4 tmpvar_48; tmpvar_48 = tmpvar_47; vWaves_28 = tmpvar_48; vec2 tmpvar_49; tmpvar_49 = (vWaves_28.xz + vWaves_28.yw); vWavesSum_27 = tmpvar_49; vec3 tmpvar_50; tmpvar_50 = ((animParams_25.y * fDetailAmp_34) * normal_24.xyz); bend_26 = tmpvar_50; float tmpvar_51; tmpvar_51 = (animParams_25.w * fBranchAmp_33); bend_26.y = vec2(tmpvar_51).y; vec3 tmpvar_52; tmpvar_52 = (pos_23.xyz + (( (vWavesSum_27.xyx * bend_26) + ((_Wind.xyz * vWavesSum_27.y) * animParams_25.w) ) * _Wind.w)); pos_23.xyz = tmpvar_52.xyz.xyz; vec3 tmpvar_53; tmpvar_53 = (pos_23.xyz + (animParams_25.z * _Wind.xyz)); pos_23.xyz = tmpvar_53.xyz.xyz; return pos_23; } void TreeVertBark ( inout appdata_full v_54 ) { vec3 tmpvar_55; tmpvar_55 = (v_54.vertex.xyz * _Scale.xyz); v_54.vertex.xyz = tmpvar_55.xyz.xyz; vec4 tmpvar_56; tmpvar_56.xy = v_54.color.xy.xy; tmpvar_56.zw = v_54.texcoord1.xy.xy; vec4 tmpvar_57; tmpvar_57 = AnimateVertex (v_54.vertex, v_54.normal, tmpvar_56); vec4 tmpvar_58; tmpvar_58 = tmpvar_57; v_54.vertex = tmpvar_58; vec4 tmpvar_59; tmpvar_59 = Squash (v_54.vertex); vec4 tmpvar_60; tmpvar_60 = tmpvar_59; v_54.vertex = tmpvar_60; vec4 tmpvar_61; tmpvar_61.xyz = (v_54.color.w * _Color.xyz).xyz; tmpvar_61.w = _Color.w; vec4 tmpvar_62; tmpvar_62 = tmpvar_61; v_54.color = tmpvar_62; vec3 tmpvar_63; tmpvar_63 = normalize (v_54.normal); vec3 tmpvar_64; tmpvar_64 = tmpvar_63; v_54.normal = tmpvar_64; vec3 tmpvar_65; tmpvar_65 = normalize (v_54.tangent.xyz); vec3 tmpvar_66; tmpvar_66 = tmpvar_65; v_54.tangent.xyz = tmpvar_66.xyz.xyz; } void PositionFog ( in vec4 v_67, out vec4 pos_68, out float fog_69 ) { vec4 tmpvar_70; tmpvar_70 = (gl_ModelViewProjectionMatrix * v_67); pos_68 = tmpvar_70; float tmpvar_71; tmpvar_71 = pos_68.z; fog_69 = tmpvar_71; } vec3 ObjSpaceViewDir ( in vec4 v_72 ) { vec3 objSpaceCameraPos_73; vec4 tmpvar_74; tmpvar_74.w = 1.0; tmpvar_74.xyz = _WorldSpaceCameraPos.xyz.xyz; vec3 tmpvar_75; tmpvar_75 = ((_World2Object * tmpvar_74).xyz * unity_Scale.w); objSpaceCameraPos_73 = tmpvar_75; return (objSpaceCameraPos_73 - v_72.xyz); } vec3 ObjSpaceLightDir ( in vec4 v_76 ) { vec3 objSpaceLightPos_77; vec3 tmpvar_78; tmpvar_78 = (_World2Object * _WorldSpaceLightPos0).xyz; objSpaceLightPos_77 = tmpvar_78; return objSpaceLightPos_77.xyz; } v2f_surf vert_surf ( in appdata_full v_79 ) { mat3 rotation_80; vec3 binormal_81; v2f_surf o_82; TreeVertBark (v_79); PositionFog (v_79.vertex, o_82.pos, o_82.fog); vec2 tmpvar_83; tmpvar_83 = ((v_79.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); o_82.hip_pack0 = tmpvar_83.xy.xy; vec4 tmpvar_84; tmpvar_84 = v_79.color; o_82.lop_color = tmpvar_84; vec3 tmpvar_85; tmpvar_85 = cross (v_79.normal, v_79.tangent.xyz); vec3 tmpvar_86; tmpvar_86 = (tmpvar_85 * v_79.tangent.w); binormal_81 = tmpvar_86; mat3 tmpvar_87; float tmpvar_88; tmpvar_88 = v_79.tangent.x; tmpvar_87[0].x = tmpvar_88; float tmpvar_89; tmpvar_89 = binormal_81.x; tmpvar_87[0].y = tmpvar_89; float tmpvar_90; tmpvar_90 = v_79.normal.x; tmpvar_87[0].z = tmpvar_90; float tmpvar_91; tmpvar_91 = v_79.tangent.y; tmpvar_87[1].x = tmpvar_91; float tmpvar_92; tmpvar_92 = binormal_81.y; tmpvar_87[1].y = tmpvar_92; float tmpvar_93; tmpvar_93 = v_79.normal.y; tmpvar_87[1].z = tmpvar_93; float tmpvar_94; tmpvar_94 = v_79.tangent.z; tmpvar_87[2].x = tmpvar_94; float tmpvar_95; tmpvar_95 = binormal_81.z; tmpvar_87[2].y = tmpvar_95; float tmpvar_96; tmpvar_96 = v_79.normal.z; tmpvar_87[2].z = tmpvar_96; mat3 tmpvar_97; tmpvar_97 = tmpvar_87; rotation_80 = tmpvar_97; vec3 tmpvar_98; tmpvar_98 = ObjSpaceLightDir (v_79.vertex); vec3 tmpvar_99; tmpvar_99 = (rotation_80 * tmpvar_98); o_82.lightDir = tmpvar_99; vec3 tmpvar_100; tmpvar_100 = ObjSpaceViewDir (v_79.vertex); vec3 tmpvar_101; tmpvar_101 = (rotation_80 * tmpvar_100); o_82.viewDir = tmpvar_101; return o_82; } void main () { appdata_full xlt_v_102; v2f_surf xl_retval_103; vec4 tmpvar_104; tmpvar_104 = gl_Vertex.xyzw; vec4 tmpvar_105; tmpvar_105 = tmpvar_104; xlt_v_102.vertex = tmpvar_105; vec4 tmpvar_106; tmpvar_106 = TANGENT.xyzw; vec4 tmpvar_107; tmpvar_107 = tmpvar_106; xlt_v_102.tangent = tmpvar_107; vec3 tmpvar_108; tmpvar_108 = gl_Normal.xyz; vec3 tmpvar_109; tmpvar_109 = tmpvar_108; xlt_v_102.normal = tmpvar_109; vec4 tmpvar_110; tmpvar_110 = gl_MultiTexCoord0.xyzw; vec4 tmpvar_111; tmpvar_111 = tmpvar_110; xlt_v_102.texcoord = tmpvar_111; vec4 tmpvar_112; tmpvar_112 = gl_MultiTexCoord1.xyzw; vec4 tmpvar_113; tmpvar_113 = tmpvar_112; xlt_v_102.texcoord1 = tmpvar_113; vec4 tmpvar_114; tmpvar_114 = gl_Color.xyzw; vec4 tmpvar_115; tmpvar_115 = tmpvar_114; xlt_v_102.color = tmpvar_115; v2f_surf tmpvar_116; tmpvar_116 = vert_surf (xlt_v_102); v2f_surf tmpvar_117; tmpvar_117 = tmpvar_116; xl_retval_103 = tmpvar_117; vec4 tmpvar_118; tmpvar_118 = xl_retval_103.pos.xyzw; vec4 tmpvar_119; tmpvar_119 = tmpvar_118; gl_Position = tmpvar_119; vec4 tmpvar_120; tmpvar_120.yzw = vec3(0.0, 0.0, 0.0); tmpvar_120.x = xl_retval_103.fog; vec4 tmpvar_121; tmpvar_121 = tmpvar_120; xlv_FOG = tmpvar_121; vec4 tmpvar_122; tmpvar_122.zw = vec2(0.0, 0.0); tmpvar_122.xy = xl_retval_103.hip_pack0.xy; vec4 tmpvar_123; tmpvar_123 = tmpvar_122; gl_TexCoord[0] = tmpvar_123; vec4 tmpvar_124; tmpvar_124 = xl_retval_103.lop_color.xyzw; vec4 tmpvar_125; tmpvar_125 = tmpvar_124; gl_FrontColor = tmpvar_125; vec4 tmpvar_126; tmpvar_126.w = 0.0; tmpvar_126.xyz = xl_retval_103.lightDir.xyz; vec4 tmpvar_127; tmpvar_127 = tmpvar_126; gl_TexCoord[1] = tmpvar_127; vec4 tmpvar_128; tmpvar_128.w = 0.0; tmpvar_128.xyz = xl_retval_103.viewDir.xyz; vec4 tmpvar_129; tmpvar_129 = tmpvar_128; gl_TexCoord[2] = tmpvar_129; }