attribute vec4 TANGENT; uniform mat4 _World2Shadow3; uniform mat4 _World2Shadow2; uniform mat4 _World2Shadow1; uniform mat4 _World2Shadow; uniform vec4 _Wind; uniform float _TimeX; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform vec4 _LightShadowData; uniform vec4 _Color; void main () { vec2 tmpvar_1; vec4 tmpvar_2; float tmpvar_3; tmpvar_3 = (1.0 - abs (TANGENT.w)); vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = gl_Normal; vec4 tmpvar_5; tmpvar_5 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * tmpvar_3)); tmpvar_2 = tmpvar_5; tmpvar_2.xyz = (tmpvar_5.xyz * _Scale.xyz); vec4 pos_i0; pos_i0 = tmpvar_2; vec3 bend; float tmpvar_6; tmpvar_6 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x); vec2 tmpvar_7; tmpvar_7.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + tmpvar_6))); tmpvar_7.y = tmpvar_6; vec4 tmpvar_8; tmpvar_8 = abs (((fract ((((fract (((_TimeX + tmpvar_7).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0)); vec4 tmpvar_9; tmpvar_9 = ((tmpvar_8 * tmpvar_8) * (3.0 - (2.0 * tmpvar_8))); vec2 tmpvar_10; tmpvar_10 = (tmpvar_9.xz + tmpvar_9.yw); bend = ((gl_Color.y * 0.1) * mix (gl_Normal, normalize ((tmpvar_4 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_3))); bend.y = (gl_MultiTexCoord1.y * 0.3); pos_i0.xyz = (tmpvar_2.xyz + (((tmpvar_10.xyx * bend) + ((_Wind.xyz * tmpvar_10.y) * gl_MultiTexCoord1.y)) * _Wind.w)); pos_i0.xyz = (pos_i0.xyz + (gl_MultiTexCoord1.x * _Wind.xyz)); vec3 tmpvar_11; tmpvar_11.xz = vec2(0.0, 0.0); tmpvar_11.y = _SquashPlaneNormal.w; vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = mix ((pos_i0.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_11 - pos_i0.xyz)) * _SquashPlaneNormal.xyz)), pos_i0.xyz, vec3(_SquashAmount)); tmpvar_2 = tmpvar_12; vec4 tmpvar_13; tmpvar_13.xyz = (gl_Color.w * _Color.xyz); tmpvar_13.w = _Color.w; float tmpvar_14; tmpvar_14 = -((gl_ModelViewMatrix * tmpvar_12).z); tmpvar_1.x = tmpvar_14; tmpvar_1.y = ((tmpvar_14 * _LightShadowData.z) + _LightShadowData.w); vec4 tmpvar_15; tmpvar_15 = (_Object2World * tmpvar_12); gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_12); vec4 tmpvar_16; tmpvar_16.w = 0.0; tmpvar_16.xyz = (_World2Shadow * tmpvar_15).xyz; gl_TexCoord[0] = tmpvar_16; vec4 tmpvar_17; tmpvar_17.w = 0.0; tmpvar_17.xyz = (_World2Shadow1 * tmpvar_15).xyz; gl_TexCoord[1] = tmpvar_17; vec4 tmpvar_18; tmpvar_18.w = 0.0; tmpvar_18.xyz = (_World2Shadow2 * tmpvar_15).xyz; gl_TexCoord[2] = tmpvar_18; vec4 tmpvar_19; tmpvar_19.w = 0.0; tmpvar_19.xyz = (_World2Shadow3 * tmpvar_15).xyz; gl_TexCoord[3] = tmpvar_19; vec4 tmpvar_20; tmpvar_20.zw = vec2(0.0, 0.0); tmpvar_20.xy = tmpvar_1; gl_TexCoord[4] = tmpvar_20; vec4 tmpvar_21; tmpvar_21.zw = vec2(0.0, 0.0); tmpvar_21.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[5] = tmpvar_21; gl_FrontColor = tmpvar_13; }