uniform vec4 _Color; uniform vec4 _LightShadowData; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform float _TimeX; uniform vec4 _Wind; uniform mat4 _World2Shadow; uniform mat4 _World2Shadow1; uniform mat4 _World2Shadow2; uniform mat4 _World2Shadow3; attribute vec4 TANGENT; void main () { vec2 tmpvar_1; vec4 tmpvar_2; float tmpvar_3; tmpvar_3 = (1.0 - abs(TANGENT.w)); vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = gl_Normal; vec4 tmpvar_5; tmpvar_5 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * tmpvar_3)); tmpvar_2.w = tmpvar_5.w; tmpvar_2.xyz = (tmpvar_5.xyz * _Scale.xyz); vec4 pos_6; pos_6.w = tmpvar_2.w; vec3 bend_7; float tmpvar_8; tmpvar_8 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_9; tmpvar_9.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + tmpvar_8))); tmpvar_9.y = tmpvar_8; vec4 tmpvar_10; tmpvar_10 = abs((( fract(((( fract(((_TimeX + tmpvar_9).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_11; tmpvar_11 = ((tmpvar_10 * tmpvar_10) * (3.0 - (2.0 * tmpvar_10))); vec2 tmpvar_12; tmpvar_12 = (tmpvar_11.xz + tmpvar_11.yw); bend_7.xz = ((gl_Color.y * 0.1) * mix (gl_Normal, normalize( (tmpvar_4 * gl_ModelViewMatrixInverseTranspose) ).xyz, vec3(tmpvar_3))).xz; bend_7.y = (gl_MultiTexCoord1.y * 0.3); pos_6.xyz = (tmpvar_2.xyz + (( (tmpvar_12.xyx * bend_7) + ((_Wind.xyz * tmpvar_12.y) * gl_MultiTexCoord1.y) ) * _Wind.w)); pos_6.xyz = (pos_6.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_13; tmpvar_13.xz = vec2(0.0, 0.0); tmpvar_13.y = _SquashPlaneNormal.w; vec4 tmpvar_14; tmpvar_14.w = 1.0; tmpvar_14.xyz = mix ((pos_6.xyz + ( dot (_SquashPlaneNormal.xyz, (tmpvar_13 - pos_6.xyz)) * _SquashPlaneNormal.xyz)), pos_6.xyz, vec3(_SquashAmount)); tmpvar_2 = tmpvar_14; vec4 tmpvar_15; tmpvar_15.xyz = (gl_Color.w * _Color.xyz); tmpvar_15.w = _Color.w; float tmpvar_16; tmpvar_16 = -((gl_ModelViewMatrix * tmpvar_14).z); tmpvar_1.x = tmpvar_16; tmpvar_1.y = ((tmpvar_16 * _LightShadowData.z) + _LightShadowData.w); vec4 tmpvar_17; tmpvar_17 = (_Object2World * tmpvar_14); gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_14); vec4 tmpvar_18; tmpvar_18.w = 0.0; tmpvar_18.xyz = (_World2Shadow * tmpvar_17).xyz; gl_TexCoord[0] = tmpvar_18; vec4 tmpvar_19; tmpvar_19.w = 0.0; tmpvar_19.xyz = (_World2Shadow1 * tmpvar_17).xyz; gl_TexCoord[1] = tmpvar_19; vec4 tmpvar_20; tmpvar_20.w = 0.0; tmpvar_20.xyz = (_World2Shadow2 * tmpvar_17).xyz; gl_TexCoord[2] = tmpvar_20; vec4 tmpvar_21; tmpvar_21.w = 0.0; tmpvar_21.xyz = (_World2Shadow3 * tmpvar_17).xyz; gl_TexCoord[3] = tmpvar_21; vec4 tmpvar_22; tmpvar_22.zw = vec2(0.0, 0.0); tmpvar_22.xy = tmpvar_1; gl_TexCoord[4] = tmpvar_22; vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[5] = tmpvar_23; gl_FrontColor = tmpvar_15; } // inputs: 6, stats: 66 alu 0 tex 0 flow