struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 normal; vec3 vlight; }; 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; mat3 xll_constructMat3 ( in mat4 m ) { vec3 tmpvar_1; tmpvar_1 = m[0].xyz; vec3 tmpvar_2; tmpvar_2 = m[1].xyz; vec3 tmpvar_3; tmpvar_3 = m[2].xyz; mat3 tmpvar_4; vec3 tmpvar_5; tmpvar_5 = tmpvar_1; tmpvar_4[0] = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = tmpvar_2; tmpvar_4[1] = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = tmpvar_3; tmpvar_4[2] = tmpvar_7; return tmpvar_4; } void FastSinCos ( in vec4 val, out vec4 s, out vec4 c ) { vec4 cos8; vec4 sin7; vec4 r3; vec4 r2; vec4 r1; vec4 r8; vec4 r7; vec4 r6; vec4 r5; vec4 tmpvar_1; tmpvar_1 = vec4(1.0, -0.161616, 0.0083333, -0.00019841); sin7 = tmpvar_1; vec4 tmpvar_2; tmpvar_2 = vec4(-0.5, 0.0416667, -0.00138889, 2.48016e-05); cos8 = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = ((val * 6.40885) - 3.14159); val = tmpvar_3; vec4 tmpvar_4; tmpvar_4 = (val * val); r5 = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = (r5 * r5); r6 = tmpvar_5; vec4 tmpvar_6; tmpvar_6 = (r6 * r5); r7 = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = (r6 * r5); r8 = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = (r5 * val); r1 = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = (r1 * r5); r2 = tmpvar_9; vec4 tmpvar_10; tmpvar_10 = (r2 * r5); r3 = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = (((val + (r1 * sin7.y)) + (r2 * sin7.z)) + (r3 * sin7.w)); s = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = ((((1.0 + (r5 * cos8.x)) + (r6 * cos8.y)) + (r7 * cos8.z)) + (r8 * cos8.w)); c = tmpvar_12; } void TerrainWaveGrass ( inout vec4 vertex, in float waveAmount, in vec3 color, out vec4 outColor ) { vec3 waveColor; vec3 waveMove; float lighting; vec4 c; vec4 s; vec4 waves; vec4 _waveZmove; vec4 _waveXmove; vec4 waveSpeed; vec4 _waveZSize; vec4 _waveXSize; vec4 tmpvar_1; tmpvar_1 = vec4(1.2, 2.0, 1.6, 4.8); waveSpeed = tmpvar_1; vec4 tmpvar_2; tmpvar_2 = vec4(0.024, 0.04, -0.12, 0.096); _waveXmove = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = vec4(0.006, 0.02, -0.02, 0.1); _waveZmove = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = vec3(0.0, 0.0, 0.0); waveMove = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y); _waveXSize = tmpvar_5; vec4 tmpvar_6; tmpvar_6 = (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y); _waveZSize = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = (vertex.x * _waveXSize); waves = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = (waves + (vertex.z * _waveZSize)); waves = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = (waves + (_WaveAndDistance.x * waveSpeed)); waves = tmpvar_9; vec4 tmpvar_10; tmpvar_10 = fract (waves); vec4 tmpvar_11; tmpvar_11 = tmpvar_10; waves = tmpvar_11; FastSinCos (waves, s, c); vec4 tmpvar_12; tmpvar_12 = (s * s); s = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = (s * s); s = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = normalize (vec4(1.0, 1.0, 0.4, 0.2)); float tmpvar_15; tmpvar_15 = dot (s, tmpvar_14); float tmpvar_16; tmpvar_16 = (tmpvar_15 * 0.7); lighting = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = (s * waveAmount); s = tmpvar_17; float tmpvar_18; tmpvar_18 = dot (s, _waveXmove); float tmpvar_19; tmpvar_19 = tmpvar_18; waveMove.x = tmpvar_19; float tmpvar_20; tmpvar_20 = dot (s, _waveZmove); float tmpvar_21; tmpvar_21 = tmpvar_20; waveMove.z = vec3(tmpvar_21).z; vec2 tmpvar_22; tmpvar_22 = (vertex.xz - (waveMove.xz * _WaveAndDistance.z)); vertex.xz = tmpvar_22.xxy.xz; vec3 tmpvar_23; tmpvar_23 = vec3(lighting); vec3 tmpvar_24; tmpvar_24 = mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, tmpvar_23); vec3 tmpvar_25; tmpvar_25 = tmpvar_24; waveColor = tmpvar_25; vec3 tmpvar_26; tmpvar_26 = ((color * waveColor) * 2.0); outColor.xyz = tmpvar_26.xyz.xyz; float tmpvar_27; tmpvar_27 = 1.0; outColor.w = vec4(tmpvar_27).w; } void TerrainBillboardGrass ( inout vec4 pos, in vec2 offset ) { vec3 grasspos; vec3 tmpvar_1; tmpvar_1 = (pos.xyz - _CameraPosition.xyz); grasspos = tmpvar_1; float tmpvar_2; tmpvar_2 = dot (grasspos, grasspos); if ((tmpvar_2 > _WaveAndDistance.w)) { vec2 tmpvar_3; tmpvar_3 = vec2(0.0, 0.0); offset = tmpvar_3; }; vec3 tmpvar_4; tmpvar_4 = (pos.xyz + (offset.x * _CameraRight.xyz)); pos.xyz = tmpvar_4.xyz.xyz; vec3 tmpvar_5; tmpvar_5 = (pos.xyz + (offset.y * _CameraUp.xyz)); pos.xyz = tmpvar_5.xyz.xyz; } void vert ( inout appdata_full v ) { vec4 color; float waveAmount; TerrainBillboardGrass (v.vertex, v.tangent.xy); float tmpvar_1; tmpvar_1 = v.tangent.y; waveAmount = tmpvar_1; TerrainWaveGrass (v.vertex, waveAmount, v.color.xyz, color); vec4 tmpvar_2; tmpvar_2 = color; v.color = tmpvar_2; } vec3 ShadeSH9 ( in vec4 normal ) { vec3 x3; float vC; vec3 x2; vec4 vB; vec3 x1; float tmpvar_1; tmpvar_1 = dot (unity_SHAr, normal); float tmpvar_2; tmpvar_2 = tmpvar_1; x1.x = tmpvar_2; float tmpvar_3; tmpvar_3 = dot (unity_SHAg, normal); float tmpvar_4; tmpvar_4 = tmpvar_3; x1.y = vec2(tmpvar_4).y; float tmpvar_5; tmpvar_5 = dot (unity_SHAb, normal); float tmpvar_6; tmpvar_6 = tmpvar_5; x1.z = vec3(tmpvar_6).z; vec4 tmpvar_7; tmpvar_7 = (normal.xyzz * normal.yzzx); vB = tmpvar_7; float tmpvar_8; tmpvar_8 = dot (unity_SHBr, vB); float tmpvar_9; tmpvar_9 = tmpvar_8; x2.x = tmpvar_9; float tmpvar_10; tmpvar_10 = dot (unity_SHBg, vB); float tmpvar_11; tmpvar_11 = tmpvar_10; x2.y = vec2(tmpvar_11).y; float tmpvar_12; tmpvar_12 = dot (unity_SHBb, vB); float tmpvar_13; tmpvar_13 = tmpvar_12; x2.z = vec3(tmpvar_13).z; float tmpvar_14; tmpvar_14 = ((normal.x * normal.x) - (normal.y * normal.y)); vC = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = (unity_SHC.xyz * vC); x3 = tmpvar_15; return ((x1 + x2) + x3); } vec3 Shade4PointLights ( in vec4 lightPosX, in vec4 lightPosY, in vec4 lightPosZ, in vec3 lightColor0, in vec3 lightColor1, in vec3 lightColor2, in vec3 lightColor3, in vec4 lightAttenSq, in vec3 pos, in vec3 normal ) { vec3 col; vec4 diff; vec4 atten; vec4 corr; vec4 ndotl; vec4 lengthSq; vec4 toLightZ; vec4 toLightY; vec4 toLightX; vec4 tmpvar_1; tmpvar_1 = (lightPosX - pos.x); toLightX = tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (lightPosY - pos.y); toLightY = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (lightPosZ - pos.z); toLightZ = tmpvar_3; vec4 tmpvar_4; tmpvar_4 = vec4(0.0, 0.0, 0.0, 0.0); lengthSq = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = (lengthSq + (toLightX * toLightX)); lengthSq = tmpvar_5; vec4 tmpvar_6; tmpvar_6 = (lengthSq + (toLightY * toLightY)); lengthSq = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = (lengthSq + (toLightZ * toLightZ)); lengthSq = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0); ndotl = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = (ndotl + (toLightX * normal.x)); ndotl = tmpvar_9; vec4 tmpvar_10; tmpvar_10 = (ndotl + (toLightY * normal.y)); ndotl = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = (ndotl + (toLightZ * normal.z)); ndotl = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = inversesqrt (lengthSq); vec4 tmpvar_13; tmpvar_13 = tmpvar_12; corr = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl * corr)); vec4 tmpvar_15; tmpvar_15 = tmpvar_14; ndotl = tmpvar_15; vec4 tmpvar_16; tmpvar_16 = (1.0 / (1.0 + (lengthSq * lightAttenSq))); atten = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = (ndotl * atten); diff = tmpvar_17; vec3 tmpvar_18; tmpvar_18 = vec3(0.0, 0.0, 0.0); col = tmpvar_18; vec3 tmpvar_19; tmpvar_19 = (col + (lightColor0 * diff.x)); col = tmpvar_19; vec3 tmpvar_20; tmpvar_20 = (col + (lightColor1 * diff.y)); col = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = (col + (lightColor2 * diff.z)); col = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = (col + (lightColor3 * diff.w)); col = tmpvar_22; return col; } void PositionFog ( in vec4 v, out vec4 pos, out float fog ) { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * v); pos = tmpvar_1; float tmpvar_2; tmpvar_2 = pos.z; fog = tmpvar_2; } v2f_surf vert_surf ( in appdata_full v ) { vec3 worldPos; vec3 shlight; vec3 worldN; v2f_surf o; vert (v); PositionFog (v.vertex, o.pos, o.fog); vec2 tmpvar_1; tmpvar_1 = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); o.hip_pack0 = tmpvar_1.xy.xy; vec4 tmpvar_2; tmpvar_2 = v.color; o.lop_color = tmpvar_2; mat3 tmpvar_3; tmpvar_3 = (xll_constructMat3 (_Object2World)); vec3 tmpvar_4; tmpvar_4 = (tmpvar_3 * (v.normal * unity_Scale.w)); worldN = tmpvar_4; vec3 tmpvar_5; tmpvar_5 = worldN; o.normal = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = worldN.xyz; vec3 tmpvar_7; tmpvar_7 = ShadeSH9 (tmpvar_6); vec3 tmpvar_8; tmpvar_8 = tmpvar_7; shlight = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = shlight; o.vlight = tmpvar_9; vec3 tmpvar_10; tmpvar_10 = (_Object2World * v.vertex).xyz; worldPos = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = Shade4PointLights (unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor0, unity_LightColor1, unity_LightColor2, unity_LightColor3, unity_4LightAtten0, worldPos, worldN); vec3 tmpvar_12; tmpvar_12 = (o.vlight + tmpvar_11); o.vlight = tmpvar_12; return o; } void main () { appdata_full xlt_v; v2f_surf xl_retval; vec4 tmpvar_1; tmpvar_1 = gl_Vertex.xyzw; vec4 tmpvar_2; tmpvar_2 = tmpvar_1; xlt_v.vertex = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = TANGENT.xyzw; vec4 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_v.tangent = tmpvar_4; vec3 tmpvar_5; tmpvar_5 = gl_Normal.xyz; vec3 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_v.normal = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = gl_MultiTexCoord0.xyzw; vec4 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_v.texcoord = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = gl_MultiTexCoord1.xyzw; vec4 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_v.texcoord1 = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = gl_Color.xyzw; vec4 tmpvar_12; tmpvar_12 = tmpvar_11; xlt_v.color = tmpvar_12; v2f_surf tmpvar_13; tmpvar_13 = vert_surf (xlt_v); v2f_surf tmpvar_14; tmpvar_14 = tmpvar_13; xl_retval = tmpvar_14; vec4 tmpvar_15; tmpvar_15 = xl_retval.pos.xyzw; vec4 tmpvar_16; tmpvar_16 = tmpvar_15; gl_Position = tmpvar_16; vec4 tmpvar_17; tmpvar_17.yzw = vec3(0.0, 0.0, 0.0); tmpvar_17.x = xl_retval.fog; vec4 tmpvar_18; tmpvar_18 = tmpvar_17; xlv_FOG = tmpvar_18; vec4 tmpvar_19; tmpvar_19.zw = vec2(0.0, 0.0); tmpvar_19.xy = xl_retval.hip_pack0.xy; vec4 tmpvar_20; tmpvar_20 = tmpvar_19; gl_TexCoord[0] = tmpvar_20; vec4 tmpvar_21; tmpvar_21 = xl_retval.lop_color.xyzw; vec4 tmpvar_22; tmpvar_22 = tmpvar_21; gl_FrontColor = tmpvar_22; vec4 tmpvar_23; tmpvar_23.w = 0.0; tmpvar_23.xyz = xl_retval.normal.xyz; vec4 tmpvar_24; tmpvar_24 = tmpvar_23; gl_TexCoord[1] = tmpvar_24; vec4 tmpvar_25; tmpvar_25.w = 0.0; tmpvar_25.xyz = xl_retval.vlight.xyz; vec4 tmpvar_26; tmpvar_26 = tmpvar_25; gl_TexCoord[2] = tmpvar_26; }