uniform vec4 _WaveAndDistance; uniform vec4 _ProjectionParams; void main () { vec4 tmpvar_1; vec4 vertex; vertex = gl_Vertex; vec3 waveMove; waveMove = vec3(0.0, 0.0, 0.0); vec4 tmpvar_2; tmpvar_2 = ((fract ((((gl_Vertex.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (gl_Vertex.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_3; tmpvar_3 = (tmpvar_2 * tmpvar_2); vec4 tmpvar_4; tmpvar_4 = (tmpvar_3 * tmpvar_2); vec4 tmpvar_5; tmpvar_5 = (tmpvar_4 * tmpvar_3); vec4 tmpvar_6; tmpvar_6 = (((tmpvar_2 + (tmpvar_4 * -0.161616)) + (tmpvar_5 * 0.0083333)) + ((tmpvar_5 * tmpvar_3) * -0.00019841)); vec4 tmpvar_7; tmpvar_7 = (tmpvar_6 * tmpvar_6); vec4 tmpvar_8; tmpvar_8 = ((tmpvar_7 * tmpvar_7) * (gl_Color.w * _WaveAndDistance.z)); waveMove.x = dot (tmpvar_8, vec4(0.024, 0.04, -0.12, 0.096)); waveMove.z = dot (tmpvar_8, vec4(0.006, 0.02, -0.02, 0.1)); vertex.xz = (gl_Vertex.xz - (waveMove.xz * _WaveAndDistance.z)); tmpvar_1.xyz = vec3(0.0, 0.0, 1.0); tmpvar_1.w = -(((gl_ModelViewMatrix * vertex).z * _ProjectionParams.w)); gl_Position = (gl_ModelViewProjectionMatrix * vertex); vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 0.0); tmpvar_9.xy = gl_MultiTexCoord0.xy; gl_TexCoord[0] = tmpvar_9; gl_TexCoord[1] = tmpvar_1; }