varying vec4 xlv_FOG; attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec4 _WorldSpaceLightPos0; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; uniform vec4 _Wind; uniform float _TimeX; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform mat4 _LightMatrix0; uniform vec4 _Color; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_1 = gl_Vertex; tmpvar_2 = TANGENT; tmpvar_1.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 pos; pos = tmpvar_1; 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_1.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_1.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; vec3 tmpvar_9; tmpvar_9 = mix ((pos.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_8 - pos.xyz)) * _SquashPlaneNormal.xyz)), pos.xyz, vec3(_SquashAmount)); vec4 tmpvar_10; tmpvar_10.w = 1.0; tmpvar_10.xyz = tmpvar_9; tmpvar_1 = tmpvar_10; vec4 tmpvar_11; tmpvar_11.xyz = (gl_Color.w * _Color.xyz); tmpvar_11.w = _Color.w; vec3 tmpvar_12; tmpvar_12 = normalize (gl_Normal); tmpvar_2.xyz = normalize (TANGENT.xyz); vec4 tmpvar_13; tmpvar_13 = (gl_ModelViewProjectionMatrix * tmpvar_10); vec3 tmpvar_14; tmpvar_14 = (cross (tmpvar_12, tmpvar_2.xyz) * TANGENT.w); mat3 tmpvar_15; tmpvar_15[0].x = tmpvar_2.x; tmpvar_15[0].y = tmpvar_14.x; tmpvar_15[0].z = tmpvar_12.x; tmpvar_15[1].x = tmpvar_2.y; tmpvar_15[1].y = tmpvar_14.y; tmpvar_15[1].z = tmpvar_12.y; tmpvar_15[2].x = tmpvar_2.z; tmpvar_15[2].y = tmpvar_14.z; tmpvar_15[2].z = tmpvar_12.z; vec4 tmpvar_16; tmpvar_16.w = 1.0; tmpvar_16.xyz = _WorldSpaceCameraPos; gl_Position = tmpvar_13; vec4 tmpvar_17; tmpvar_17.yzw = vec3(0.0, 0.0, 0.0); tmpvar_17.x = tmpvar_13.z; xlv_FOG = tmpvar_17; vec4 tmpvar_18; tmpvar_18.zw = vec2(0.0, 0.0); tmpvar_18.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_18; gl_FrontColor = tmpvar_11; vec4 tmpvar_19; tmpvar_19.w = 0.0; tmpvar_19.xyz = (tmpvar_15 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - tmpvar_9)); gl_TexCoord[1] = tmpvar_19; vec4 tmpvar_20; tmpvar_20.w = 0.0; tmpvar_20.xyz = (tmpvar_15 * (((_World2Object * tmpvar_16).xyz * unity_Scale.w) - tmpvar_9)); gl_TexCoord[2] = tmpvar_20; vec4 tmpvar_21; tmpvar_21.w = 0.0; tmpvar_21.xyz = (_LightMatrix0 * (_Object2World * tmpvar_10)).xyz; gl_TexCoord[3] = tmpvar_21; }