varying vec4 xlv_FOG;
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform float _WaveScale;
uniform vec4 _WaveOffset;
void main ()
{
  vec4 temp;
  vec2 tmpvar_1[2];
  vec4 tmpvar_2;
  tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  temp = ((gl_Vertex.xzxz * _WaveScale) + _WaveOffset);
  tmpvar_1[0] = (temp.xy * vec2(0.4, 0.45));
  tmpvar_1[1] = temp.wz;
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_2;
  vec4 tmpvar_4;
  tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_4.x = tmpvar_2.z;
  xlv_FOG = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5.zw = vec2(0.0, 0.0);
  tmpvar_5.xy = tmpvar_1[0];
  gl_TexCoord[0] = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.zw = vec2(0.0, 0.0);
  tmpvar_6.xy = tmpvar_1[1];
  gl_TexCoord[1] = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7.w = 0.0;
  tmpvar_7.xyz = normalize ((((_World2Object * tmpvar_3).xyz * unity_Scale.w) - gl_Vertex.xyz)).xzy;
  gl_TexCoord[2] = tmpvar_7;
}

