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;
  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.yw = vec2(0.0, 0.0);
  tmpvar_5.x = gl_Normal.z;
  tmpvar_5.z = -(gl_Normal.x);
  vec4 tmpvar_6;
  tmpvar_6 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * tmpvar_3));
  vec3 tmpvar_7;
  tmpvar_7 = mix (gl_Normal, normalize ((tmpvar_4 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_3));
  vec4 tmpvar_8;
  tmpvar_8.w = -1.0;
  tmpvar_8.xyz = normalize ((tmpvar_5 * gl_ModelViewMatrixInverseTranspose)).xyz;
  vec4 tmpvar_9;
  tmpvar_9 = mix (TANGENT, tmpvar_8, vec4(tmpvar_3));
  tmpvar_1 = tmpvar_6;
  tmpvar_2 = tmpvar_9;
  tmpvar_1.xyz = (tmpvar_6.xyz * _Scale.xyz);
  vec4 pos_i0;
  pos_i0 = tmpvar_1;
  vec3 bend;
  float tmpvar_10;
  tmpvar_10 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
  vec2 tmpvar_11;
  tmpvar_11.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_10)));
  tmpvar_11.y = tmpvar_10;
  vec4 tmpvar_12;
  tmpvar_12 = abs (((fract ((((fract (((_TimeX + tmpvar_11).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0));
  vec4 tmpvar_13;
  tmpvar_13 = ((tmpvar_12 * tmpvar_12) * (3.0 - (2.0 * tmpvar_12)));
  vec2 tmpvar_14;
  tmpvar_14 = (tmpvar_13.xz + tmpvar_13.yw);
  bend = ((gl_Color.y * 0.1) * tmpvar_7);
  bend.y = (gl_MultiTexCoord1.y * 0.3);
  pos_i0.xyz = (tmpvar_1.xyz + (((tmpvar_14.xyx * bend) + ((_Wind.xyz * tmpvar_14.y) * gl_MultiTexCoord1.y)) * _Wind.w));
  pos_i0.xyz = (pos_i0.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
  vec3 tmpvar_15;
  tmpvar_15.xz = vec2(0.0, 0.0);
  tmpvar_15.y = _SquashPlaneNormal.w;
  vec3 tmpvar_16;
  tmpvar_16 = mix ((pos_i0.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_15 - pos_i0.xyz)) * _SquashPlaneNormal.xyz)), pos_i0.xyz, vec3(_SquashAmount));
  vec4 tmpvar_17;
  tmpvar_17.w = 1.0;
  tmpvar_17.xyz = tmpvar_16;
  tmpvar_1 = tmpvar_17;
  vec4 tmpvar_18;
  tmpvar_18.xyz = (gl_Color.w * _Color.xyz);
  tmpvar_18.w = _Color.w;
  vec3 tmpvar_19;
  tmpvar_19 = normalize (tmpvar_7);
  tmpvar_2.xyz = normalize (tmpvar_9.xyz);
  vec4 tmpvar_20;
  tmpvar_20 = (gl_ModelViewProjectionMatrix * tmpvar_17);
  vec3 tmpvar_21;
  tmpvar_21 = (cross (tmpvar_19, tmpvar_2.xyz) * tmpvar_9.w);
  mat3 tmpvar_22;
  tmpvar_22[0].x = tmpvar_2.x;
  tmpvar_22[0].y = tmpvar_21.x;
  tmpvar_22[0].z = tmpvar_19.x;
  tmpvar_22[1].x = tmpvar_2.y;
  tmpvar_22[1].y = tmpvar_21.y;
  tmpvar_22[1].z = tmpvar_19.y;
  tmpvar_22[2].x = tmpvar_2.z;
  tmpvar_22[2].y = tmpvar_21.z;
  tmpvar_22[2].z = tmpvar_19.z;
  vec4 tmpvar_23;
  tmpvar_23.w = 1.0;
  tmpvar_23.xyz = _WorldSpaceCameraPos;
  gl_Position = tmpvar_20;
  vec4 tmpvar_24;
  tmpvar_24.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_24.x = tmpvar_20.z;
  xlv_FOG = tmpvar_24;
  vec4 tmpvar_25;
  tmpvar_25.zw = vec2(0.0, 0.0);
  tmpvar_25.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_25;
  gl_FrontColor = tmpvar_18;
  vec4 tmpvar_26;
  tmpvar_26.w = 0.0;
  tmpvar_26.xyz = (tmpvar_22 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - tmpvar_16));
  gl_TexCoord[1] = tmpvar_26;
  vec4 tmpvar_27;
  tmpvar_27.w = 0.0;
  tmpvar_27.xyz = (tmpvar_22 * (((_World2Object * tmpvar_23).xyz * unity_Scale.w) - tmpvar_16));
  gl_TexCoord[2] = tmpvar_27;
  vec4 tmpvar_28;
  tmpvar_28.w = 0.0;
  tmpvar_28.xyz = (_LightMatrix0 * (_Object2World * tmpvar_17)).xyz;
  gl_TexCoord[3] = tmpvar_28;
}

