varying lowp vec4 xlv_TEXCOORD1; varying highp vec2 xlv_TEXCOORD0; varying highp vec4 xlv_SV_POSITION; uniform highp mat4 glstate_matrix_mvp; uniform highp vec3 _WorldSpaceCameraPos; uniform highp mat4 _World2Object; uniform highp float _VerticalBillboarding; uniform highp float _TimeOnDuration; uniform highp float _TimeOffDuration; uniform highp vec4 _Time; uniform highp float _SizeGrowStartDist; uniform highp float _SizeGrowEndDist; uniform highp float _NoiseAmount; uniform highp float _Multiplier; uniform highp float _MaxGrowSize; uniform highp float _FadeOutDistNear; uniform highp float _FadeOutDistFar; uniform highp vec4 _Color; uniform highp float _BlinkingTimeOffsScale; uniform highp float _Bias; attribute lowp vec4 _glesColor; attribute highp vec4 _glesMultiTexCoord1; attribute highp vec4 _glesMultiTexCoord0; attribute mediump vec3 _glesNormal; attribute highp vec4 _glesVertex; void main () { highp vec3 tmpvar_1; highp vec4 tmpvar_2; tmpvar_1 = _glesNormal; tmpvar_2 = _glesColor; lowp vec4 tmpvar_3; highp vec3 localDir; highp vec3 tmpvar_4; tmpvar_4.z = 0.0; tmpvar_4.xy = (vec2(0.5, 0.5) - tmpvar_2.xy); highp vec3 tmpvar_5; tmpvar_5 = (tmpvar_4 * _glesMultiTexCoord1.xyy); highp vec3 tmpvar_6; tmpvar_6 = (_glesVertex.xyz + tmpvar_5); highp vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = _WorldSpaceCameraPos; highp vec3 tmpvar_8; tmpvar_8 = ((_World2Object * tmpvar_7).xyz - tmpvar_6); localDir = tmpvar_8; localDir.y = mix (0.0, tmpvar_8.y, _VerticalBillboarding); highp float tmpvar_9; tmpvar_9 = length (localDir); highp vec3 dir; dir = (localDir / tmpvar_9); highp float tmpvar_10; tmpvar_10 = abs (dir.y); vec3 tmpvar_11; if ((tmpvar_10 > 0.999)) { tmpvar_11 = vec3(0.0, 0.0, 1.0); } else { tmpvar_11 = vec3(0.0, 1.0, 0.0); }; highp vec3 tmpvar_12; tmpvar_12 = normalize (cross (tmpvar_11, dir)); highp vec3 tmpvar_13; tmpvar_13 = cross (dir, tmpvar_12); highp float tmpvar_14; tmpvar_14 = min ((max ((tmpvar_9 - _SizeGrowStartDist), 0.0) / _SizeGrowEndDist), 1.0); highp vec3 tmpvar_15; tmpvar_15 = ((tmpvar_6 - ((tmpvar_12 * tmpvar_5.x) + (tmpvar_13 * tmpvar_5.y))) + (((tmpvar_12 * tmpvar_1.x) + (tmpvar_13 * tmpvar_1.y)) * (((tmpvar_14 * tmpvar_14) * _MaxGrowSize) * tmpvar_2.w))); highp float tmpvar_16; tmpvar_16 = (_Time.y + (_BlinkingTimeOffsScale * tmpvar_2.z)); highp float y; y = (_TimeOnDuration + _TimeOffDuration); float tmpvar_17; tmpvar_17 = (tmpvar_16 / y); float tmpvar_18; tmpvar_18 = (fract (abs (tmpvar_17)) * y); float tmpvar_19; if ((tmpvar_17 >= 0.0)) { tmpvar_19 = tmpvar_18; } else { tmpvar_19 = -(tmpvar_18); }; highp float tmpvar_20; tmpvar_20 = (smoothstep (0.0, (_TimeOnDuration * 0.25), tmpvar_19) * (1.0 - smoothstep ((_TimeOnDuration * 0.75), _TimeOnDuration, tmpvar_19))); highp float tmpvar_21; tmpvar_21 = (tmpvar_16 * (6.28319 / _TimeOnDuration)); highp float tmpvar_22; tmpvar_22 = ((_NoiseAmount * (sin (tmpvar_21) * ((0.5 * cos (((tmpvar_21 * 0.6366) + 56.7272))) + 0.5))) + (1.0 - _NoiseAmount)); highp float tmpvar_23; if ((_NoiseAmount < 0.01)) { tmpvar_23 = tmpvar_20; } else { tmpvar_23 = tmpvar_22; }; highp vec4 tmpvar_24; tmpvar_24.w = 1.0; tmpvar_24.xyz = tmpvar_15; highp float tmpvar_25; tmpvar_25 = clamp ((tmpvar_9 / _FadeOutDistNear), 0.0, 1.0); float tmpvar_26; tmpvar_26 = (1.0 - clamp ((max ((tmpvar_9 - _FadeOutDistFar), 0.0) * 0.2), 0.0, 1.0)); highp float tmpvar_27; tmpvar_27 = (tmpvar_25 * tmpvar_25); highp vec4 tmpvar_28; tmpvar_28 = (((((tmpvar_27 * tmpvar_27) * (tmpvar_26 * tmpvar_26)) * _Color) * _Multiplier) * (tmpvar_23 + _Bias)); tmpvar_3 = tmpvar_28; xlv_SV_POSITION = (glstate_matrix_mvp * tmpvar_24); xlv_TEXCOORD0 = _glesMultiTexCoord0.xy; xlv_TEXCOORD1 = tmpvar_3; }