attribute vec4 TANGENT; uniform vec4 unity_LightShadowBias; uniform vec4 _WavingTint; uniform vec4 _WaveAndDistance; uniform vec4 _MainTex_ST; uniform vec3 _CameraUp; uniform vec3 _CameraRight; uniform vec4 _CameraPosition; void main () { vec4 tmpvar_1; vec2 tmpvar_2; vec4 pos; pos = gl_Vertex; vec2 offset; offset = TANGENT.xy; vec3 tmpvar_3; tmpvar_3 = (gl_Vertex.xyz - _CameraPosition.xyz); float tmpvar_4; tmpvar_4 = dot (tmpvar_3, tmpvar_3); if ((tmpvar_4 > _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_5; tmpvar_5 = ((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_6; tmpvar_6 = (tmpvar_5 * tmpvar_5); vec4 tmpvar_7; tmpvar_7 = (tmpvar_6 * tmpvar_5); vec4 tmpvar_8; tmpvar_8 = (tmpvar_7 * tmpvar_6); vec4 tmpvar_9; tmpvar_9 = (((tmpvar_5 + (tmpvar_7 * -0.161616)) + (tmpvar_8 * 0.0083333)) + ((tmpvar_8 * tmpvar_6) * -0.00019841)); vec4 tmpvar_10; tmpvar_10 = (tmpvar_9 * tmpvar_9); vec4 tmpvar_11; tmpvar_11 = (tmpvar_10 * tmpvar_10); vec4 tmpvar_12; tmpvar_12 = (tmpvar_11 * TANGENT.y); waveMove.x = dot (tmpvar_12, vec4(0.024, 0.04, -0.12, 0.096)); waveMove.z = dot (tmpvar_12, 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_11, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7)))) * 2.0); outColor.w = 1.0; tmpvar_2 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); vec4 tmpvar_13; tmpvar_13 = (gl_ModelViewProjectionMatrix * vertex); tmpvar_1 = tmpvar_13; tmpvar_1.z = (tmpvar_13.z + unity_LightShadowBias.x); if ((tmpvar_1.z < -(tmpvar_13.w))) { tmpvar_1.z = -(tmpvar_13.w); }; gl_Position = tmpvar_1; vec4 tmpvar_14; tmpvar_14.zw = vec2(0.0, 0.0); tmpvar_14.xy = tmpvar_2; gl_TexCoord[1] = tmpvar_14; gl_FrontColor = outColor; }