uniform vec4 unity_LightShadowBias; uniform vec4 _Wind; uniform float _TimeX; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform mat4 _Object2World; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2.w = gl_Vertex.w; tmpvar_2.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 pos_3; pos_3.w = tmpvar_2.w; vec3 bend_4; float tmpvar_5; tmpvar_5 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_6; tmpvar_6.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + tmpvar_5))); tmpvar_6.y = tmpvar_5; vec4 tmpvar_7; tmpvar_7 = abs(((fract((((fract(((_TimeX + tmpvar_6).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_8; tmpvar_8 = ((tmpvar_7 * tmpvar_7) * (3.0 - (2.0 * tmpvar_7))); vec2 tmpvar_9; tmpvar_9 = (tmpvar_8.xz + tmpvar_8.yw); bend_4.xz = ((gl_Color.y * 0.1) * gl_Normal).xz; bend_4.y = (gl_MultiTexCoord1.y * 0.3); pos_3.xyz = (tmpvar_2.xyz + (((tmpvar_9.xyx * bend_4) + ((_Wind.xyz * tmpvar_9.y) * gl_MultiTexCoord1.y)) * _Wind.w)); pos_3.xyz = (pos_3.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_10; tmpvar_10.xz = vec2(0.0, 0.0); tmpvar_10.y = _SquashPlaneNormal.w; vec4 tmpvar_11; tmpvar_11.w = 1.0; tmpvar_11.xyz = mix ((pos_3.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_10 - pos_3.xyz)) * _SquashPlaneNormal.xyz)), pos_3.xyz, vec3(_SquashAmount)); tmpvar_2 = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = (gl_ModelViewProjectionMatrix * tmpvar_11); tmpvar_1.xyw = tmpvar_12.xyw; tmpvar_1.z = (tmpvar_12.z + unity_LightShadowBias.x); if ((tmpvar_1.z < -(tmpvar_12.w))) { tmpvar_1.z = -(tmpvar_12.w); }; gl_Position = tmpvar_1; }