attribute vec4 TANGENT; uniform vec4 unity_LightShadowBias; uniform vec4 _WavingTint; uniform vec4 _WaveAndDistance; uniform vec4 _MainTex_ST; uniform vec3 _CameraUp; uniform vec3 _CameraRight; uniform vec4 _CameraPosition; void main () { vec4 tmpvar_1; vec2 tmpvar_2; vec4 pos_3; pos_3 = gl_Vertex; vec2 offset_4; offset_4 = TANGENT.xy; vec3 tmpvar_5; tmpvar_5 = (gl_Vertex.xyz - _CameraPosition.xyz); float tmpvar_6; tmpvar_6 = dot (tmpvar_5, tmpvar_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; waveMove_9.y = 0.0; vec4 tmpvar_10; tmpvar_10 = ((fract((((pos_3.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos_3.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_11; tmpvar_11 = (tmpvar_10 * tmpvar_10); vec4 tmpvar_12; tmpvar_12 = (tmpvar_11 * tmpvar_10); vec4 tmpvar_13; tmpvar_13 = (tmpvar_12 * tmpvar_11); vec4 tmpvar_14; tmpvar_14 = (((tmpvar_10 + (tmpvar_12 * -0.161616)) + (tmpvar_13 * 0.0083333)) + ((tmpvar_13 * tmpvar_11) * -0.00019841)); vec4 tmpvar_15; tmpvar_15 = (tmpvar_14 * tmpvar_14); vec4 tmpvar_16; tmpvar_16 = (tmpvar_15 * tmpvar_15); vec4 tmpvar_17; tmpvar_17 = (tmpvar_16 * TANGENT.y); waveMove_9.x = dot (tmpvar_17, vec4(0.024, 0.04, -0.12, 0.096)); waveMove_9.z = dot (tmpvar_17, 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((dot (tmpvar_16, normalize(vec4(1.0, 1.0, 0.4, 0.2))) * 0.7)))) * 2.0); outColor_8.w = 1.0; tmpvar_2 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); vec4 tmpvar_18; tmpvar_18 = (gl_ModelViewProjectionMatrix * vertex_7); tmpvar_1.xyw = tmpvar_18.xyw; tmpvar_1.z = (tmpvar_18.z + unity_LightShadowBias.x); if ((tmpvar_1.z < -(tmpvar_18.w))) { tmpvar_1.z = -(tmpvar_18.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; }