varying vec4 xlv_FOG; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec4 _WorldSpaceLightPos0; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; uniform vec4 _Wind; uniform float _TimeX; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform vec4 _Color; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_1.w = gl_Vertex.w; tmpvar_2.w = TANGENT.w; tmpvar_1.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 pos_3; pos_3.w = tmpvar_1.w; vec3 bend_4; float tmpvar_5; tmpvar_5 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_6; tmpvar_6.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_5))); tmpvar_6.y = tmpvar_5; vec4 tmpvar_7; tmpvar_7 = abs(((fract((((fract(((_TimeX + tmpvar_6).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_8; tmpvar_8 = ((tmpvar_7 * tmpvar_7) * (3.0 - (2.0 * tmpvar_7))); vec2 tmpvar_9; tmpvar_9 = (tmpvar_8.xz + tmpvar_8.yw); bend_4.xz = ((gl_Color.y * 0.1) * gl_Normal).xz; bend_4.y = (gl_MultiTexCoord1.y * 0.3); pos_3.xyz = (tmpvar_1.xyz + (((tmpvar_9.xyx * bend_4) + ((_Wind.xyz * tmpvar_9.y) * gl_MultiTexCoord1.y)) * _Wind.w)); pos_3.xyz = (pos_3.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_10; tmpvar_10.xz = vec2(0.0, 0.0); tmpvar_10.y = _SquashPlaneNormal.w; vec3 tmpvar_11; tmpvar_11 = mix ((pos_3.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_10 - pos_3.xyz)) * _SquashPlaneNormal.xyz)), pos_3.xyz, vec3(_SquashAmount)); vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = tmpvar_11; tmpvar_1 = tmpvar_12; vec4 tmpvar_13; tmpvar_13.xyz = (gl_Color.w * _Color.xyz); tmpvar_13.w = _Color.w; vec3 tmpvar_14; tmpvar_14 = normalize(gl_Normal); tmpvar_2.xyz = normalize(TANGENT.xyz); vec4 tmpvar_15; tmpvar_15 = (gl_ModelViewProjectionMatrix * tmpvar_12); vec3 tmpvar_16; tmpvar_16 = (((tmpvar_14.yzx * tmpvar_2.zxy) - (tmpvar_14.zxy * tmpvar_2.yzx)) * TANGENT.w); mat3 tmpvar_17; tmpvar_17[0].x = tmpvar_2.x; tmpvar_17[0].y = tmpvar_16.x; tmpvar_17[0].z = tmpvar_14.x; tmpvar_17[1].x = tmpvar_2.y; tmpvar_17[1].y = tmpvar_16.y; tmpvar_17[1].z = tmpvar_14.y; tmpvar_17[2].x = tmpvar_2.z; tmpvar_17[2].y = tmpvar_16.z; tmpvar_17[2].z = tmpvar_14.z; vec4 tmpvar_18; tmpvar_18.w = 1.0; tmpvar_18.xyz = _WorldSpaceCameraPos; gl_Position = tmpvar_15; vec4 tmpvar_19; tmpvar_19.yzw = vec3(0.0, 0.0, 0.0); tmpvar_19.x = tmpvar_15.z; xlv_FOG = tmpvar_19; vec4 tmpvar_20; tmpvar_20.zw = vec2(0.0, 0.0); tmpvar_20.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_20; gl_FrontColor = tmpvar_13; vec4 tmpvar_21; tmpvar_21.w = 0.0; tmpvar_21.xyz = (tmpvar_17 * (_World2Object * _WorldSpaceLightPos0).xyz); gl_TexCoord[1] = tmpvar_21; vec4 tmpvar_22; tmpvar_22.w = 0.0; tmpvar_22.xyz = (tmpvar_17 * (((_World2Object * tmpvar_18).xyz * unity_Scale.w) - tmpvar_11)); gl_TexCoord[2] = tmpvar_22; }