varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_SHC;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec3 unity_LightColor3;
uniform vec3 unity_LightColor2;
uniform vec3 unity_LightColor1;
uniform vec3 unity_LightColor0;
uniform vec4 unity_4LightPosZ0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightAtten0;
uniform vec4 _WavingTint;
uniform vec4 _WaveAndDistance;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec3 _CameraUp;
uniform vec3 _CameraRight;
uniform vec4 _CameraPosition;
void main ()
{
  vec4 pos;
  pos = gl_Vertex;
  vec2 offset;
  offset = TANGENT.xy;
  vec3 tmpvar_1;
  tmpvar_1 = (gl_Vertex.xyz - _CameraPosition.xyz);
  float tmpvar_2;
  tmpvar_2 = dot (tmpvar_1, tmpvar_1);
  if ((tmpvar_2 > _WaveAndDistance.w)) {
    offset = vec2(0.0, 0.0);
  };
  pos.xyz = (gl_Vertex.xyz + (offset.x * _CameraRight));
  pos.xyz = (pos.xyz + (offset.y * _CameraUp));
  vec4 vertex;
  vertex = pos;
  vec4 outColor;
  vec3 waveMove;
  waveMove = vec3(0.0, 0.0, 0.0);
  vec4 tmpvar_3;
  tmpvar_3 = ((fract ((((pos.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))) * 6.40885) - 3.14159);
  vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * tmpvar_3);
  vec4 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * tmpvar_3);
  vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_5 * tmpvar_4);
  vec4 tmpvar_7;
  tmpvar_7 = (((tmpvar_3 + (tmpvar_5 * -0.161616)) + (tmpvar_6 * 0.0083333)) + ((tmpvar_6 * tmpvar_4) * -0.00019841));
  vec4 tmpvar_8;
  tmpvar_8 = (tmpvar_7 * tmpvar_7);
  vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * tmpvar_8);
  vec4 tmpvar_10;
  tmpvar_10 = (tmpvar_9 * TANGENT.y);
  waveMove.x = dot (tmpvar_10, vec4(0.024, 0.04, -0.12, 0.096));
  waveMove.z = dot (tmpvar_10, vec4(0.006, 0.02, -0.02, 0.1));
  vertex.xz = (pos.xz - (waveMove.xz * _WaveAndDistance.z));
  outColor.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_9, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7)))) * 2.0);
  outColor.w = 1.0;
  vec4 tmpvar_11;
  tmpvar_11 = (gl_ModelViewProjectionMatrix * vertex);
  mat3 tmpvar_12;
  tmpvar_12[0] = _Object2World[0].xyz;
  tmpvar_12[1] = _Object2World[1].xyz;
  tmpvar_12[2] = _Object2World[2].xyz;
  vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_12 * (gl_Normal * unity_Scale.w));
  vec4 tmpvar_14;
  tmpvar_14.w = 1.0;
  tmpvar_14.xyz = tmpvar_13;
  vec3 x2;
  vec3 x1;
  x1.x = dot (unity_SHAr, tmpvar_14);
  x1.y = dot (unity_SHAg, tmpvar_14);
  x1.z = dot (unity_SHAb, tmpvar_14);
  vec4 tmpvar_15;
  tmpvar_15 = (tmpvar_13.xyzz * tmpvar_13.yzzx);
  x2.x = dot (unity_SHBr, tmpvar_15);
  x2.y = dot (unity_SHBg, tmpvar_15);
  x2.z = dot (unity_SHBb, tmpvar_15);
  vec3 tmpvar_16;
  tmpvar_16 = (_Object2World * vertex).xyz;
  vec4 tmpvar_17;
  tmpvar_17 = (unity_4LightPosX0 - tmpvar_16.x);
  vec4 tmpvar_18;
  tmpvar_18 = (unity_4LightPosY0 - tmpvar_16.y);
  vec4 tmpvar_19;
  tmpvar_19 = (unity_4LightPosZ0 - tmpvar_16.z);
  vec4 tmpvar_20;
  tmpvar_20 = (((tmpvar_17 * tmpvar_17) + (tmpvar_18 * tmpvar_18)) + (tmpvar_19 * tmpvar_19));
  vec4 tmpvar_21;
  tmpvar_21 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_17 * tmpvar_13.x) + (tmpvar_18 * tmpvar_13.y)) + (tmpvar_19 * tmpvar_13.z)) * inversesqrt (tmpvar_20))) * (1.0/((1.0 + (tmpvar_20 * unity_4LightAtten0)))));
  gl_Position = tmpvar_11;
  vec4 tmpvar_22;
  tmpvar_22.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_22.x = tmpvar_11.z;
  xlv_FOG = tmpvar_22;
  vec4 tmpvar_23;
  tmpvar_23.zw = vec2(0.0, 0.0);
  tmpvar_23.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_23;
  gl_FrontColor = outColor;
  vec4 tmpvar_24;
  tmpvar_24.w = 0.0;
  tmpvar_24.xyz = tmpvar_13;
  gl_TexCoord[1] = tmpvar_24;
  vec4 tmpvar_25;
  tmpvar_25.w = 0.0;
  tmpvar_25.xyz = (((x1 + x2) + (unity_SHC.xyz * ((tmpvar_13.x * tmpvar_13.x) - (tmpvar_13.y * tmpvar_13.y)))) + ((((unity_LightColor0 * tmpvar_21.x) + (unity_LightColor1 * tmpvar_21.y)) + (unity_LightColor2 * tmpvar_21.z)) + (unity_LightColor3 * tmpvar_21.w)));
  gl_TexCoord[2] = tmpvar_25;
}

