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; void main () { highp vec3 tmpvar_1; tmpvar_1 = _glesNormal; highp vec4 tmpvar_2; tmpvar_2 = _glesColor; highp vec4 tmpvar_3; highp vec4 tmpvar_4; highp float tmpvar_5; tmpvar_5 = (1.0 - abs (TANGENT.w)); highp vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = tmpvar_1; highp vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = TANGENT.xyz; highp vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 0.0); tmpvar_8.xy = tmpvar_1.xy; highp vec4 tmpvar_9; tmpvar_9 = (_glesVertex + ((tmpvar_8 * glstate_matrix_invtrans_modelview0) * tmpvar_5)); highp vec3 tmpvar_10; tmpvar_10 = mix (tmpvar_1, normalize ((tmpvar_6 * glstate_matrix_invtrans_modelview0)).xyz, vec3(tmpvar_5)); highp vec4 tmpvar_11; tmpvar_11.w = -1.0; tmpvar_11.xyz = normalize ((tmpvar_7 * glstate_matrix_invtrans_modelview0)).xyz; highp vec4 tmpvar_12; tmpvar_12 = mix (TANGENT, tmpvar_11, vec4(tmpvar_5)); tmpvar_3 = tmpvar_9; tmpvar_4 = tmpvar_12; tmpvar_3.xyz = (tmpvar_9.xyz * _Scale.xyz); highp vec4 pos_i0; pos_i0 = tmpvar_3; highp vec3 bend; highp float tmpvar_13; tmpvar_13 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + tmpvar_2.x); highp vec2 tmpvar_14; tmpvar_14.x = dot (tmpvar_3.xyz, vec3((tmpvar_2.y + tmpvar_13))); tmpvar_14.y = tmpvar_13; highp vec4 tmpvar_15; tmpvar_15 = abs (((fract ((((fract (((_Time.yy + tmpvar_14).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0)); highp vec4 tmpvar_16; tmpvar_16 = ((tmpvar_15 * tmpvar_15) * (3.0 - (2.0 * tmpvar_15))); highp vec2 tmpvar_17; tmpvar_17 = (tmpvar_16.xz + tmpvar_16.yw); bend = ((tmpvar_2.y * 0.1) * tmpvar_10); bend.y = (_glesMultiTexCoord1.y * 0.3); pos_i0.xyz = (tmpvar_3.xyz + (((tmpvar_17.xyx * bend) + ((_Wind.xyz * tmpvar_17.y) * _glesMultiTexCoord1.y)) * _Wind.w)); pos_i0.xyz = (pos_i0.xyz + (_glesMultiTexCoord1.x * _Wind.xyz)); highp vec3 tmpvar_18; tmpvar_18 = mix ((pos_i0.xyz - ((dot (_SquashPlaneNormal.xyz, pos_i0.xyz) + _SquashPlaneNormal.w) * _SquashPlaneNormal.xyz)), pos_i0.xyz, vec3(_SquashAmount)); highp vec4 tmpvar_19; tmpvar_19.w = 1.0; tmpvar_19.xyz = tmpvar_18; tmpvar_3 = tmpvar_19; highp vec4 tmpvar_20; tmpvar_20.xyz = vec3(1.0, 1.0, 1.0); tmpvar_20.w = tmpvar_2.w; highp vec3 tmpvar_21; tmpvar_21 = normalize (tmpvar_10); tmpvar_4.xyz = normalize (tmpvar_12.xyz); highp vec3 tmpvar_22; tmpvar_22 = (cross (tmpvar_21, tmpvar_4.xyz) * tmpvar_12.w); highp mat3 tmpvar_23; tmpvar_23[0].x = tmpvar_4.x; tmpvar_23[0].y = tmpvar_22.x; tmpvar_23[0].z = tmpvar_21.x; tmpvar_23[1].x = tmpvar_4.y; tmpvar_23[1].y = tmpvar_22.y; tmpvar_23[1].z = tmpvar_21.y; tmpvar_23[2].x = tmpvar_4.z; tmpvar_23[2].y = tmpvar_22.z; tmpvar_23[2].z = tmpvar_21.z; highp vec4 tmpvar_24; tmpvar_24.w = 1.0; tmpvar_24.xyz = _WorldSpaceCameraPos; gl_Position = (glstate_matrix_mvp * tmpvar_19); xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); xlv_COLOR0 = tmpvar_20; xlv_TEXCOORD1 = (tmpvar_23 * (_World2Object * _WorldSpaceLightPos0).xyz); xlv_TEXCOORD2 = (tmpvar_23 * (((_World2Object * tmpvar_24).xyz * unity_Scale.w) - tmpvar_18)); xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * tmpvar_19)).xy; }