struct appdata_full { highp vec4 vertex; highp vec4 tangent; highp vec3 normal; highp vec4 texcoord; highp vec4 texcoord1; highp vec4 color; }; struct v2f_surf { highp vec4 pos; highp vec2 hip_pack0; highp vec4 lop_color; highp vec3 lightDir; highp vec3 viewDir; highp vec2 _LightCoord; }; varying highp vec2 xlv_TEXCOORD3; varying highp vec3 xlv_TEXCOORD2; varying highp vec3 xlv_TEXCOORD1; varying highp vec4 xlv_COLOR0; varying highp vec2 xlv_TEXCOORD0; attribute vec4 TANGENT; uniform highp vec4 unity_Scale; uniform highp mat4 glstate_matrix_mvp; uniform highp mat4 glstate_matrix_invtrans_modelview0; uniform highp vec4 _WorldSpaceLightPos0; uniform highp vec3 _WorldSpaceCameraPos; uniform highp mat4 _World2Object; uniform highp vec4 _Wind; uniform highp vec4 _Time; uniform highp vec4 _SquashPlaneNormal; uniform highp float _SquashAmount; uniform highp vec4 _Scale; uniform highp mat4 _Object2World; uniform highp vec4 _MainTex_ST; uniform highp mat4 _LightMatrix0; attribute lowp vec4 _glesColor; attribute highp vec4 _glesMultiTexCoord1; attribute highp vec4 _glesMultiTexCoord0; attribute mediump vec3 _glesNormal; attribute highp vec4 _glesVertex; vec4 Squash ( in highp vec4 pos ) { highp vec3 projectedVertex; highp vec3 planeNormal; highp vec3 tmpvar_1; tmpvar_1 = _SquashPlaneNormal.xyz; planeNormal = tmpvar_1; highp vec3 tmpvar_2; tmpvar_2 = pos.xyz; highp float tmpvar_3; tmpvar_3 = dot (planeNormal, tmpvar_2); highp vec3 tmpvar_4; tmpvar_4 = (pos.xyz - ((tmpvar_3 + _SquashPlaneNormal.w) * planeNormal)); projectedVertex = tmpvar_4; highp vec3 tmpvar_5; tmpvar_5 = vec3(_SquashAmount); highp vec3 tmpvar_6; tmpvar_6 = mix (projectedVertex, pos.xyz, tmpvar_5); highp vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = tmpvar_6.xyz; highp vec4 tmpvar_8; tmpvar_8 = tmpvar_7; pos = tmpvar_8; return pos; } void ExpandBillboard ( in highp mat4 mat, inout highp vec4 pos, inout highp vec3 normal, inout highp vec4 tangent ) { highp vec3 tanb; highp vec3 norb; highp float isBillboard; highp float tmpvar_1; tmpvar_1 = abs (tangent.w); highp float tmpvar_2; tmpvar_2 = (1.0 - tmpvar_1); isBillboard = tmpvar_2; highp vec4 tmpvar_3; tmpvar_3.w = 0.0; tmpvar_3.xyz = normal.xyz; highp vec4 tmpvar_4; tmpvar_4 = normalize ((tmpvar_3 * mat)); highp vec3 tmpvar_5; tmpvar_5 = tmpvar_4.xyz; highp vec3 tmpvar_6; tmpvar_6 = tmpvar_5; norb = tmpvar_6; highp vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = tangent.xyz.xyz; highp vec4 tmpvar_8; tmpvar_8 = normalize ((tmpvar_7 * mat)); highp vec3 tmpvar_9; tmpvar_9 = tmpvar_8.xyz; highp vec3 tmpvar_10; tmpvar_10 = tmpvar_9; tanb = tmpvar_10; highp vec4 tmpvar_11; tmpvar_11.zw = vec2(0.0, 0.0); tmpvar_11.xy = normal.xy.xy; highp vec4 tmpvar_12; tmpvar_12 = (pos + ((tmpvar_11 * mat) * isBillboard)); pos = tmpvar_12; highp vec3 tmpvar_13; tmpvar_13 = vec3(isBillboard); highp vec3 tmpvar_14; tmpvar_14 = mix (normal, norb, tmpvar_13); highp vec3 tmpvar_15; tmpvar_15 = tmpvar_14; normal = tmpvar_15; highp vec4 tmpvar_16; tmpvar_16.w = -1.0; tmpvar_16.xyz = tanb.xyz; highp vec4 tmpvar_17; tmpvar_17 = vec4(isBillboard); highp vec4 tmpvar_18; tmpvar_18 = mix (tangent, tmpvar_16, tmpvar_17); highp vec4 tmpvar_19; tmpvar_19 = tmpvar_18; tangent = tmpvar_19; } vec4 TriangleWave ( in highp vec4 x ) { highp vec4 tmpvar_1; tmpvar_1 = fract ((x + 0.5)); highp vec4 tmpvar_2; tmpvar_2 = abs (((tmpvar_1 * 2.0) - 1.0)); return tmpvar_2; } vec4 SmoothCurve ( in highp vec4 x ) { return ((x * x) * (3.0 - (2.0 * x))); } vec4 SmoothTriangleWave ( in highp vec4 x ) { highp vec4 tmpvar_1; tmpvar_1 = TriangleWave (x); highp vec4 tmpvar_2; tmpvar_2 = SmoothCurve (tmpvar_1); return tmpvar_2; } vec4 AnimateVertex ( in highp vec4 pos, in highp vec3 normal, in highp vec4 animParams ) { highp vec3 bend; highp vec2 vWavesSum; highp vec4 vWaves; highp vec2 vWavesIn; highp float fVtxPhase; highp float fBranchPhase; highp float fObjPhase; highp float fBranchAmp; highp float fDetailAmp; float tmpvar_1; tmpvar_1 = 0.1; fDetailAmp = tmpvar_1; float tmpvar_2; tmpvar_2 = 0.3; fBranchAmp = tmpvar_2; highp float tmpvar_3; tmpvar_3 = dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)); highp float tmpvar_4; tmpvar_4 = tmpvar_3; fObjPhase = tmpvar_4; highp float tmpvar_5; tmpvar_5 = (fObjPhase + animParams.x); fBranchPhase = tmpvar_5; highp vec3 tmpvar_6; tmpvar_6 = vec3((animParams.y + fBranchPhase)); highp float tmpvar_7; tmpvar_7 = dot (pos.xyz, tmpvar_6); highp float tmpvar_8; tmpvar_8 = tmpvar_7; fVtxPhase = tmpvar_8; highp vec2 tmpvar_9; tmpvar_9.x = fVtxPhase; tmpvar_9.y = fBranchPhase; highp vec2 tmpvar_10; tmpvar_10 = (_Time.yy + tmpvar_9); vWavesIn = tmpvar_10; highp vec4 tmpvar_11; tmpvar_11 = fract ((vWavesIn.xxyy * vec4(1.975, 0.793, 0.375, 0.193))); highp vec4 tmpvar_12; tmpvar_12 = ((tmpvar_11 * 2.0) - 1.0); vWaves = tmpvar_12; highp vec4 tmpvar_13; tmpvar_13 = SmoothTriangleWave (vWaves); highp vec4 tmpvar_14; tmpvar_14 = tmpvar_13; vWaves = tmpvar_14; highp vec2 tmpvar_15; tmpvar_15 = (vWaves.xz + vWaves.yw); vWavesSum = tmpvar_15; highp vec3 tmpvar_16; tmpvar_16 = ((animParams.y * fDetailAmp) * normal.xyz); bend = tmpvar_16; highp float tmpvar_17; tmpvar_17 = (animParams.w * fBranchAmp); bend.y = vec2(tmpvar_17).y; highp vec3 tmpvar_18; tmpvar_18 = (pos.xyz + (((vWavesSum.xyx * bend) + ((_Wind.xyz * vWavesSum.y) * animParams.w)) * _Wind.w)); pos.xyz = tmpvar_18.xyz.xyz; highp vec3 tmpvar_19; tmpvar_19 = (pos.xyz + (animParams.z * _Wind.xyz)); pos.xyz = tmpvar_19.xyz.xyz; return pos; } void TreeVertLeaf ( inout appdata_full v ) { ExpandBillboard (glstate_matrix_invtrans_modelview0, v.vertex, v.normal, v.tangent); highp vec3 tmpvar_1; tmpvar_1 = (v.vertex.xyz * _Scale.xyz); v.vertex.xyz = tmpvar_1.xyz.xyz; highp vec4 tmpvar_2; tmpvar_2.xy = v.color.xy.xy; tmpvar_2.zw = v.texcoord1.xy.xy; highp vec4 tmpvar_3; tmpvar_3 = AnimateVertex (v.vertex, v.normal, tmpvar_2); highp vec4 tmpvar_4; tmpvar_4 = tmpvar_3; v.vertex = tmpvar_4; highp vec4 tmpvar_5; tmpvar_5 = Squash (v.vertex); highp vec4 tmpvar_6; tmpvar_6 = tmpvar_5; v.vertex = tmpvar_6; highp vec4 tmpvar_7; tmpvar_7.xyz = vec3(1.0, 1.0, 1.0); tmpvar_7.w = v.color.w; highp vec4 tmpvar_8; tmpvar_8 = tmpvar_7; v.color = tmpvar_8; highp vec3 tmpvar_9; tmpvar_9 = normalize (v.normal); highp vec3 tmpvar_10; tmpvar_10 = tmpvar_9; v.normal = tmpvar_10; highp vec3 tmpvar_11; tmpvar_11 = normalize (v.tangent.xyz); highp vec3 tmpvar_12; tmpvar_12 = tmpvar_11; v.tangent.xyz = tmpvar_12.xyz.xyz; } vec3 ObjSpaceViewDir ( in highp vec4 v ) { highp vec3 objSpaceCameraPos; highp vec4 tmpvar_1; tmpvar_1.w = 1.0; tmpvar_1.xyz = _WorldSpaceCameraPos.xyz.xyz; highp vec3 tmpvar_2; tmpvar_2 = ((_World2Object * tmpvar_1).xyz * unity_Scale.w); objSpaceCameraPos = tmpvar_2; return (objSpaceCameraPos - v.xyz); } vec3 ObjSpaceLightDir ( in highp vec4 v ) { highp vec3 objSpaceLightPos; highp vec3 tmpvar_1; tmpvar_1 = (_World2Object * _WorldSpaceLightPos0).xyz; objSpaceLightPos = tmpvar_1; return objSpaceLightPos.xyz; } v2f_surf xlat_main ( in appdata_full v ) { highp mat3 rotation; highp vec3 binormal; v2f_surf o; TreeVertLeaf (v); highp vec4 tmpvar_1; tmpvar_1 = (glstate_matrix_mvp * v.vertex); o.pos = tmpvar_1; highp vec2 tmpvar_2; tmpvar_2 = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); o.hip_pack0 = tmpvar_2.xy.xy; highp vec4 tmpvar_3; tmpvar_3 = v.color; o.lop_color = tmpvar_3; highp vec3 tmpvar_4; tmpvar_4 = cross (v.normal, v.tangent.xyz); highp vec3 tmpvar_5; tmpvar_5 = (tmpvar_4 * v.tangent.w); binormal = tmpvar_5; mat3 tmpvar_6; float tmpvar_7; tmpvar_7 = v.tangent.x; tmpvar_6[0].x = tmpvar_7; float tmpvar_8; tmpvar_8 = binormal.x; tmpvar_6[0].y = tmpvar_8; float tmpvar_9; tmpvar_9 = v.normal.x; tmpvar_6[0].z = tmpvar_9; float tmpvar_10; tmpvar_10 = v.tangent.y; tmpvar_6[1].x = tmpvar_10; float tmpvar_11; tmpvar_11 = binormal.y; tmpvar_6[1].y = tmpvar_11; float tmpvar_12; tmpvar_12 = v.normal.y; tmpvar_6[1].z = tmpvar_12; float tmpvar_13; tmpvar_13 = v.tangent.z; tmpvar_6[2].x = tmpvar_13; float tmpvar_14; tmpvar_14 = binormal.z; tmpvar_6[2].y = tmpvar_14; float tmpvar_15; tmpvar_15 = v.normal.z; tmpvar_6[2].z = tmpvar_15; mat3 tmpvar_16; tmpvar_16 = (tmpvar_6); rotation = (tmpvar_16); highp vec3 tmpvar_17; tmpvar_17 = ObjSpaceLightDir (v.vertex); highp vec3 tmpvar_18; tmpvar_18 = (rotation * tmpvar_17); o.lightDir = tmpvar_18; highp vec3 tmpvar_19; tmpvar_19 = ObjSpaceViewDir (v.vertex); highp vec3 tmpvar_20; tmpvar_20 = (rotation * tmpvar_19); o.viewDir = tmpvar_20; highp vec2 tmpvar_21; tmpvar_21 = (_LightMatrix0 * (_Object2World * v.vertex)).xy; o._LightCoord = tmpvar_21; return o; } void main () { appdata_full xlt_v; v2f_surf xl_retval; highp vec4 tmpvar_1; tmpvar_1 = _glesVertex.xyzw; highp vec4 tmpvar_2; tmpvar_2 = tmpvar_1; xlt_v.vertex = tmpvar_2; highp vec4 tmpvar_3; tmpvar_3 = TANGENT.xyzw; highp vec4 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_v.tangent = tmpvar_4; highp vec3 tmpvar_5; tmpvar_5 = _glesNormal.xyz; highp vec3 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_v.normal = tmpvar_6; highp vec4 tmpvar_7; tmpvar_7 = _glesMultiTexCoord0.xyzw; highp vec4 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_v.texcoord = tmpvar_8; highp vec4 tmpvar_9; tmpvar_9 = _glesMultiTexCoord1.xyzw; highp vec4 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_v.texcoord1 = tmpvar_10; highp vec4 tmpvar_11; tmpvar_11 = _glesColor.xyzw; highp vec4 tmpvar_12; tmpvar_12 = tmpvar_11; xlt_v.color = tmpvar_12; v2f_surf tmpvar_13; tmpvar_13 = xlat_main (xlt_v); v2f_surf tmpvar_14; tmpvar_14 = tmpvar_13; xl_retval = tmpvar_14; highp vec4 tmpvar_15; tmpvar_15 = xl_retval.pos.xyzw; highp vec4 tmpvar_16; tmpvar_16 = tmpvar_15; gl_Position = tmpvar_16; highp vec2 tmpvar_17; tmpvar_17 = xl_retval.hip_pack0.xy; highp vec2 tmpvar_18; tmpvar_18 = tmpvar_17; xlv_TEXCOORD0 = tmpvar_18; highp vec4 tmpvar_19; tmpvar_19 = xl_retval.lop_color.xyzw; highp vec4 tmpvar_20; tmpvar_20 = tmpvar_19; xlv_COLOR0 = tmpvar_20; highp vec3 tmpvar_21; tmpvar_21 = xl_retval.lightDir.xyz; highp vec3 tmpvar_22; tmpvar_22 = tmpvar_21; xlv_TEXCOORD1 = tmpvar_22; highp vec3 tmpvar_23; tmpvar_23 = xl_retval.viewDir.xyz; highp vec3 tmpvar_24; tmpvar_24 = tmpvar_23; xlv_TEXCOORD2 = tmpvar_24; highp vec2 tmpvar_25; tmpvar_25 = xl_retval._LightCoord.xy; highp vec2 tmpvar_26; tmpvar_26 = tmpvar_25; xlv_TEXCOORD3 = tmpvar_26; }