varying vec4 xlv_FOG; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec4 unity_SHC; uniform vec4 unity_SHBr; uniform vec4 unity_SHBg; uniform vec4 unity_SHBb; uniform vec4 unity_SHAr; uniform vec4 unity_SHAg; uniform vec4 unity_SHAb; uniform vec3 unity_LightColor3; uniform vec3 unity_LightColor2; uniform vec3 unity_LightColor1; uniform vec3 unity_LightColor0; uniform vec4 unity_4LightPosZ0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosX0; uniform vec4 unity_4LightAtten0; uniform vec4 _WavingTint; uniform vec4 _WaveAndDistance; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform vec3 _CameraUp; uniform vec3 _CameraRight; uniform vec4 _CameraPosition; void main () { vec4 pos_1; pos_1 = gl_Vertex; vec2 offset_2; offset_2 = TANGENT.xy; vec3 tmpvar_3; tmpvar_3 = (gl_Vertex.xyz - _CameraPosition.xyz); float tmpvar_4; tmpvar_4 = dot (tmpvar_3, tmpvar_3); if ((tmpvar_4 > _WaveAndDistance.w)) { offset_2 = vec2(0.0, 0.0); }; pos_1.xyz = (gl_Vertex.xyz + (offset_2.x * _CameraRight)); pos_1.xyz = (pos_1.xyz + (offset_2.y * _CameraUp)); vec4 vertex_5; vertex_5.yw = pos_1.yw; vec4 outColor_6; vec3 waveMove_7; waveMove_7.y = 0.0; vec4 tmpvar_8; tmpvar_8 = ((fract((((pos_1.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos_1.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_9; tmpvar_9 = (tmpvar_8 * tmpvar_8); vec4 tmpvar_10; tmpvar_10 = (tmpvar_9 * tmpvar_8); vec4 tmpvar_11; tmpvar_11 = (tmpvar_10 * tmpvar_9); vec4 tmpvar_12; tmpvar_12 = (((tmpvar_8 + (tmpvar_10 * -0.161616)) + (tmpvar_11 * 0.0083333)) + ((tmpvar_11 * tmpvar_9) * -0.00019841)); vec4 tmpvar_13; tmpvar_13 = (tmpvar_12 * tmpvar_12); vec4 tmpvar_14; tmpvar_14 = (tmpvar_13 * tmpvar_13); vec4 tmpvar_15; tmpvar_15 = (tmpvar_14 * TANGENT.y); waveMove_7.x = dot (tmpvar_15, vec4(0.024, 0.04, -0.12, 0.096)); waveMove_7.z = dot (tmpvar_15, vec4(0.006, 0.02, -0.02, 0.1)); vertex_5.xz = (pos_1.xz - (waveMove_7.xz * _WaveAndDistance.z)); outColor_6.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_14, normalize(vec4(1.0, 1.0, 0.4, 0.2))) * 0.7)))) * 2.0); outColor_6.w = 1.0; vec4 tmpvar_16; tmpvar_16 = (gl_ModelViewProjectionMatrix * vertex_5); mat3 tmpvar_17; tmpvar_17[0] = _Object2World[0].xyz; tmpvar_17[1] = _Object2World[1].xyz; tmpvar_17[2] = _Object2World[2].xyz; vec3 tmpvar_18; tmpvar_18 = (tmpvar_17 * (gl_Normal * unity_Scale.w)); vec4 tmpvar_19; tmpvar_19.w = 1.0; tmpvar_19.xyz = tmpvar_18; vec3 x2_20; vec3 x1_21; x1_21.x = dot (unity_SHAr, tmpvar_19); x1_21.y = dot (unity_SHAg, tmpvar_19); x1_21.z = dot (unity_SHAb, tmpvar_19); vec4 tmpvar_22; tmpvar_22 = (tmpvar_18.xyzz * tmpvar_18.yzzx); x2_20.x = dot (unity_SHBr, tmpvar_22); x2_20.y = dot (unity_SHBg, tmpvar_22); x2_20.z = dot (unity_SHBb, tmpvar_22); vec3 tmpvar_23; tmpvar_23 = (_Object2World * vertex_5).xyz; vec4 tmpvar_24; tmpvar_24 = (unity_4LightPosX0 - tmpvar_23.x); vec4 tmpvar_25; tmpvar_25 = (unity_4LightPosY0 - tmpvar_23.y); vec4 tmpvar_26; tmpvar_26 = (unity_4LightPosZ0 - tmpvar_23.z); vec4 tmpvar_27; tmpvar_27 = (((tmpvar_24 * tmpvar_24) + (tmpvar_25 * tmpvar_25)) + (tmpvar_26 * tmpvar_26)); vec4 tmpvar_28; tmpvar_28 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_24 * tmpvar_18.x) + (tmpvar_25 * tmpvar_18.y)) + (tmpvar_26 * tmpvar_18.z)) * inversesqrt(tmpvar_27))) * (1.0/((1.0 + (tmpvar_27 * unity_4LightAtten0))))); gl_Position = tmpvar_16; vec4 tmpvar_29; tmpvar_29.yzw = vec3(0.0, 0.0, 0.0); tmpvar_29.x = tmpvar_16.z; xlv_FOG = tmpvar_29; vec4 tmpvar_30; tmpvar_30.zw = vec2(0.0, 0.0); tmpvar_30.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_30; gl_FrontColor = outColor_6; vec4 tmpvar_31; tmpvar_31.w = 0.0; tmpvar_31.xyz = tmpvar_18; gl_TexCoord[1] = tmpvar_31; vec4 tmpvar_32; tmpvar_32.w = 0.0; tmpvar_32.xyz = (((x1_21 + x2_20) + (unity_SHC.xyz * ((tmpvar_18.x * tmpvar_18.x) - (tmpvar_18.y * tmpvar_18.y)))) + ((((unity_LightColor0 * tmpvar_28.x) + (unity_LightColor1 * tmpvar_28.y)) + (unity_LightColor2 * tmpvar_28.z)) + (unity_LightColor3 * tmpvar_28.w))); gl_TexCoord[2] = tmpvar_32; }