#version 300 es
uniform highp mat4 _LightMatrix0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _Object2World;
uniform highp vec4 _Scale;
uniform highp float _SquashAmount;
uniform highp vec4 _SquashPlaneNormal;
uniform highp vec4 _Time;
uniform highp vec4 _Wind;
uniform highp mat4 _World2Object;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_Scale;
in highp vec4 _inVertex;
in mediump vec3 _inNormal;
in highp vec4 _uv0;
in highp vec4 _uv1;
in lowp vec4 _color;
in mediump vec4 TANGENT;
out highp vec2 xlv_TEXCOORD0;
out lowp vec4 xlv_COLOR0;
out mediump vec3 xlv_TEXCOORD1;
out mediump vec3 xlv_TEXCOORD2;
out mediump vec2 xlv_TEXCOORD3;
void main ()
{
  highp vec4 tmpvar_1;
  highp vec3 tmpvar_2;
  highp vec4 tmpvar_3;
  tmpvar_1 = TANGENT;
  tmpvar_2 = _inNormal;
  tmpvar_3 = _color;
  highp vec3 binormal_4;
  highp vec4 tmpvar_5;
  highp vec4 tmpvar_6;
  highp vec4 pos_7;
  highp float isBillboard_8;
  isBillboard_8 = (1.0 - abs(tmpvar_1.w));
  highp vec4 tmpvar_9;
  tmpvar_9.w = 0.0;
  tmpvar_9.xyz = tmpvar_2;
  highp vec4 tmpvar_10;
  tmpvar_10.w = 0.0;
  tmpvar_10.xyz = tmpvar_1.xyz;
  highp vec4 tmpvar_11;
  tmpvar_11.zw = vec2(0.0, 0.0);
  tmpvar_11.xy = tmpvar_2.xy;
  pos_7 = (_inVertex + ((tmpvar_11 * glstate_matrix_invtrans_modelview0) * isBillboard_8));
  highp vec3 tmpvar_12;
  tmpvar_12 = mix (tmpvar_2, normalize((tmpvar_9 * glstate_matrix_invtrans_modelview0)).xyz, vec3(isBillboard_8));
  highp vec4 tmpvar_13;
  tmpvar_13.w = -1.0;
  tmpvar_13.xyz = normalize((tmpvar_10 * glstate_matrix_invtrans_modelview0)).xyz;
  highp vec4 tmpvar_14;
  tmpvar_14 = mix (tmpvar_1, tmpvar_13, vec4(isBillboard_8));
  tmpvar_5.w = pos_7.w;
  tmpvar_6.w = tmpvar_14.w;
  tmpvar_5.xyz = (pos_7.xyz * _Scale.xyz);
  highp vec4 pos_15;
  pos_15.w = tmpvar_5.w;
  highp vec3 bend_16;
  highp vec2 vWavesSum_17;
  highp vec4 vWaves_18;
  highp float fBranchPhase_19;
  fBranchPhase_19 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + tmpvar_3.x);
  highp vec2 tmpvar_20;
  tmpvar_20.x = dot (tmpvar_5.xyz, vec3((tmpvar_3.y + fBranchPhase_19)));
  tmpvar_20.y = fBranchPhase_19;
  vWaves_18 = ((fract(
    ((_Time.yy + tmpvar_20).xxyy * vec4(1.975, 0.793, 0.375, 0.193))
  ) * 2.0) - 1.0);
  highp vec4 tmpvar_21;
  tmpvar_21 = abs(((
    fract((vWaves_18 + 0.5))
   * 2.0) - 1.0));
  highp vec4 tmpvar_22;
  tmpvar_22 = ((tmpvar_21 * tmpvar_21) * (3.0 - (2.0 * tmpvar_21)));
  vWaves_18 = tmpvar_22;
  vWavesSum_17 = (tmpvar_22.xz + tmpvar_22.yw);
  bend_16.xz = ((tmpvar_3.y * 0.1) * tmpvar_12).xz;
  bend_16.y = (_uv1.y * 0.3);
  pos_15.xyz = (tmpvar_5.xyz + ((
    (vWavesSum_17.xyx * bend_16)
   + 
    ((_Wind.xyz * vWavesSum_17.y) * _uv1.y)
  ) * _Wind.w));
  pos_15.xyz = (pos_15.xyz + (_uv1.x * _Wind.xyz));
  highp vec3 tmpvar_23;
  tmpvar_23 = mix ((pos_15.xyz - (
    (dot (_SquashPlaneNormal.xyz, pos_15.xyz) + _SquashPlaneNormal.w)
   * _SquashPlaneNormal.xyz)), pos_15.xyz, vec3(_SquashAmount));
  highp vec4 tmpvar_24;
  tmpvar_24.w = 1.0;
  tmpvar_24.xyz = tmpvar_23;
  tmpvar_5 = tmpvar_24;
  highp vec4 tmpvar_25;
  tmpvar_25.xyz = vec3(1.0, 1.0, 1.0);
  tmpvar_25.w = tmpvar_3.w;
  highp vec3 tmpvar_26;
  tmpvar_26 = normalize(tmpvar_12);
  tmpvar_6.xyz = normalize(tmpvar_14.xyz);
  binormal_4 = (((tmpvar_26.yzx * tmpvar_6.zxy) - (tmpvar_26.zxy * tmpvar_6.yzx)) * tmpvar_14.w);
  highp mat3 tmpvar_27;
  tmpvar_27[uint(0)].x = tmpvar_6.x;
  tmpvar_27[uint(0)].y = binormal_4.x;
  tmpvar_27[uint(0)].z = tmpvar_26.x;
  tmpvar_27[1u].x = tmpvar_6.y;
  tmpvar_27[1u].y = binormal_4.y;
  tmpvar_27[1u].z = tmpvar_26.y;
  tmpvar_27[2u].x = tmpvar_6.z;
  tmpvar_27[2u].y = binormal_4.z;
  tmpvar_27[2u].z = tmpvar_26.z;
  highp vec4 tmpvar_28;
  tmpvar_28.w = 1.0;
  tmpvar_28.xyz = _WorldSpaceCameraPos;
  gl_Position = (glstate_matrix_mvp * tmpvar_24);
  xlv_TEXCOORD0 = ((_uv0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_COLOR0 = tmpvar_25;
  highp vec3 tmpvar_29;
  tmpvar_29 = (tmpvar_27 * (_World2Object * _WorldSpaceLightPos0).xyz);
  xlv_TEXCOORD1 = tmpvar_29;
  highp vec3 tmpvar_30;
  tmpvar_30 = (tmpvar_27 * ((
    (_World2Object * tmpvar_28)
  .xyz * unity_Scale.w) - tmpvar_23));
  xlv_TEXCOORD2 = tmpvar_30;
  highp vec2 tmpvar_31;
  tmpvar_31 = (_LightMatrix0 * (_Object2World * tmpvar_24)).xy;
  xlv_TEXCOORD3 = tmpvar_31;
}


// stats: 71 alu 0 tex 0 flow
// inputs: 6
//  #0: _inVertex (high float) 4x1 [-1]
//  #1: _inNormal (medium float) 3x1 [-1]
//  #2: _uv0 (high float) 4x1 [-1]
//  #3: _uv1 (high float) 4x1 [-1]
//  #4: _color (low float) 4x1 [-1]
//  #5: TANGENT (medium float) 4x1 [-1]
// uniforms: 14 (total size: 0)
//  #0: _LightMatrix0 (high float) 4x4 [-1]
//  #1: _MainTex_ST (high float) 4x1 [-1]
//  #2: _Object2World (high float) 4x4 [-1]
//  #3: _Scale (high float) 4x1 [-1]
//  #4: _SquashAmount (high float) 1x1 [-1]
//  #5: _SquashPlaneNormal (high float) 4x1 [-1]
//  #6: _Time (high float) 4x1 [-1]
//  #7: _Wind (high float) 4x1 [-1]
//  #8: _World2Object (high float) 4x4 [-1]
//  #9: _WorldSpaceCameraPos (high float) 3x1 [-1]
//  #10: _WorldSpaceLightPos0 (high float) 4x1 [-1]
//  #11: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1]
//  #12: glstate_matrix_mvp (high float) 4x4 [-1]
//  #13: unity_Scale (high float) 4x1 [-1]
