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; void main () { vec4 pos; pos = gl_Vertex; vec2 offset; offset = TANGENT.xy; vec3 tmpvar_1; tmpvar_1 = (gl_Vertex.xyz - _CameraPosition.xyz); float tmpvar_2; tmpvar_2 = dot (tmpvar_1, tmpvar_1); if ((tmpvar_2 > _WaveAndDistance.w)) { offset = vec2(0.0, 0.0); }; pos.xyz = (gl_Vertex.xyz + (offset.x * _CameraRight)); pos.xyz = (pos.xyz + (offset.y * _CameraUp)); vec4 vertex; vertex = pos; vec4 outColor; vec3 waveMove; waveMove = vec3(0.0, 0.0, 0.0); vec4 tmpvar_3; tmpvar_3 = ((fract ((((pos.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos.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_4; tmpvar_4 = (tmpvar_3 * tmpvar_3); vec4 tmpvar_5; tmpvar_5 = (tmpvar_4 * tmpvar_3); vec4 tmpvar_6; tmpvar_6 = (tmpvar_5 * tmpvar_4); vec4 tmpvar_7; tmpvar_7 = (((tmpvar_3 + (tmpvar_5 * -0.161616)) + (tmpvar_6 * 0.0083333)) + ((tmpvar_6 * tmpvar_4) * -0.00019841)); vec4 tmpvar_8; tmpvar_8 = (tmpvar_7 * tmpvar_7); vec4 tmpvar_9; tmpvar_9 = (tmpvar_8 * tmpvar_8); vec4 tmpvar_10; tmpvar_10 = (tmpvar_9 * TANGENT.y); waveMove.x = dot (tmpvar_10, vec4(0.024, 0.04, -0.12, 0.096)); waveMove.z = dot (tmpvar_10, vec4(0.006, 0.02, -0.02, 0.1)); vertex.xz = (pos.xz - (waveMove.xz * _WaveAndDistance.z)); outColor.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_9, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7)))) * 2.0); outColor.w = 1.0; vec4 tmpvar_11; tmpvar_11 = (gl_ModelViewProjectionMatrix * vertex); mat3 tmpvar_12; tmpvar_12[0] = _Object2World[0].xyz; tmpvar_12[1] = _Object2World[1].xyz; tmpvar_12[2] = _Object2World[2].xyz; vec3 tmpvar_13; tmpvar_13 = (tmpvar_12 * (gl_Normal * unity_Scale.w)); vec4 tmpvar_14; tmpvar_14.w = 1.0; tmpvar_14.xyz = tmpvar_13; vec3 x2; vec3 x1; x1.x = dot (unity_SHAr, tmpvar_14); x1.y = dot (unity_SHAg, tmpvar_14); x1.z = dot (unity_SHAb, tmpvar_14); vec4 tmpvar_15; tmpvar_15 = (tmpvar_13.xyzz * tmpvar_13.yzzx); x2.x = dot (unity_SHBr, tmpvar_15); x2.y = dot (unity_SHBg, tmpvar_15); x2.z = dot (unity_SHBb, tmpvar_15); vec3 tmpvar_16; tmpvar_16 = (_Object2World * vertex).xyz; vec4 tmpvar_17; tmpvar_17 = (unity_4LightPosX0 - tmpvar_16.x); vec4 tmpvar_18; tmpvar_18 = (unity_4LightPosY0 - tmpvar_16.y); vec4 tmpvar_19; tmpvar_19 = (unity_4LightPosZ0 - tmpvar_16.z); vec4 tmpvar_20; tmpvar_20 = (((tmpvar_17 * tmpvar_17) + (tmpvar_18 * tmpvar_18)) + (tmpvar_19 * tmpvar_19)); vec4 tmpvar_21; tmpvar_21 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_17 * tmpvar_13.x) + (tmpvar_18 * tmpvar_13.y)) + (tmpvar_19 * tmpvar_13.z)) * inversesqrt (tmpvar_20))) * (1.0/((1.0 + (tmpvar_20 * unity_4LightAtten0))))); gl_Position = tmpvar_11; vec4 tmpvar_22; tmpvar_22.yzw = vec3(0.0, 0.0, 0.0); tmpvar_22.x = tmpvar_11.z; xlv_FOG = tmpvar_22; vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_23; gl_FrontColor = outColor; vec4 tmpvar_24; tmpvar_24.w = 0.0; tmpvar_24.xyz = tmpvar_13; gl_TexCoord[1] = tmpvar_24; vec4 tmpvar_25; tmpvar_25.w = 0.0; tmpvar_25.xyz = (((x1 + x2) + (unity_SHC.xyz * ((tmpvar_13.x * tmpvar_13.x) - (tmpvar_13.y * tmpvar_13.y)))) + ((((unity_LightColor0 * tmpvar_21.x) + (unity_LightColor1 * tmpvar_21.y)) + (unity_LightColor2 * tmpvar_21.z)) + (unity_LightColor3 * tmpvar_21.w))); gl_TexCoord[2] = tmpvar_25; }