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 = gl_Vertex; tmpvar_2.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 pos; pos = tmpvar_2; vec3 bend; float tmpvar_3; tmpvar_3 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_4; tmpvar_4.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + tmpvar_3))); tmpvar_4.y = tmpvar_3; vec4 tmpvar_5; tmpvar_5 = abs (((fract ((((fract (((_TimeX + tmpvar_4).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_6; tmpvar_6 = ((tmpvar_5 * tmpvar_5) * (3.0 - (2.0 * tmpvar_5))); vec2 tmpvar_7; tmpvar_7 = (tmpvar_6.xz + tmpvar_6.yw); bend = ((gl_Color.y * 0.1) * gl_Normal); bend.y = (gl_MultiTexCoord1.y * 0.3); pos.xyz = (tmpvar_2.xyz + (((tmpvar_7.xyx * bend) + ((_Wind.xyz * tmpvar_7.y) * gl_MultiTexCoord1.y)) * _Wind.w)); pos.xyz = (pos.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_8; tmpvar_8.xz = vec2(0.0, 0.0); tmpvar_8.y = _SquashPlaneNormal.w; vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = mix ((pos.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_8 - pos.xyz)) * _SquashPlaneNormal.xyz)), pos.xyz, vec3(_SquashAmount)); tmpvar_2 = tmpvar_9; vec4 tmpvar_10; tmpvar_10 = (gl_ModelViewProjectionMatrix * tmpvar_9); tmpvar_1 = tmpvar_10; tmpvar_1.z = (tmpvar_10.z + unity_LightShadowBias.x); if ((tmpvar_1.z < -(tmpvar_10.w))) { tmpvar_1.z = -(tmpvar_10.w); }; gl_Position = tmpvar_1; }