uniform vec4 _Color;
uniform mat4 _LightMatrix0;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform float _TimeX;
uniform vec4 _Wind;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main ()
{
  vec3 binormal_1;
  vec4 tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_2.w = gl_Vertex.w;
  tmpvar_3.w = TANGENT.w;
  tmpvar_2.xyz = (gl_Vertex.xyz * _Scale.xyz);
  vec4 pos_4;
  pos_4.w = tmpvar_2.w;
  vec3 bend_5;
  vec2 vWavesSum_6;
  vec4 vWaves_7;
  float fBranchPhase_8;
  fBranchPhase_8 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
  vec2 tmpvar_9;
  tmpvar_9.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + fBranchPhase_8)));
  tmpvar_9.y = fBranchPhase_8;
  vWaves_7 = ((fract(
    ((_TimeX + tmpvar_9).xxyy * vec4(1.975, 0.793, 0.375, 0.193))
  ) * 2.0) - 1.0);
  vec4 tmpvar_10;
  tmpvar_10 = abs(((
    fract((vWaves_7 + 0.5))
   * 2.0) - 1.0));
  vec4 tmpvar_11;
  tmpvar_11 = ((tmpvar_10 * tmpvar_10) * (3.0 - (2.0 * tmpvar_10)));
  vWaves_7 = tmpvar_11;
  vWavesSum_6 = (tmpvar_11.xz + tmpvar_11.yw);
  bend_5.xz = ((gl_Color.y * 0.1) * gl_Normal).xz;
  bend_5.y = (gl_MultiTexCoord1.y * 0.3);
  pos_4.xyz = (tmpvar_2.xyz + ((
    (vWavesSum_6.xyx * bend_5)
   + 
    ((_Wind.xyz * vWavesSum_6.y) * gl_MultiTexCoord1.y)
  ) * _Wind.w));
  pos_4.xyz = (pos_4.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
  vec3 tmpvar_12;
  tmpvar_12.xz = vec2(0.0, 0.0);
  tmpvar_12.y = _SquashPlaneNormal.w;
  vec3 tmpvar_13;
  tmpvar_13 = mix ((pos_4.xyz + (
    dot (_SquashPlaneNormal.xyz, (tmpvar_12 - pos_4.xyz))
   * _SquashPlaneNormal.xyz)), pos_4.xyz, vec3(_SquashAmount));
  vec4 tmpvar_14;
  tmpvar_14.w = 1.0;
  tmpvar_14.xyz = tmpvar_13;
  tmpvar_2 = tmpvar_14;
  vec4 tmpvar_15;
  tmpvar_15.xyz = (gl_Color.w * _Color.xyz);
  tmpvar_15.w = _Color.w;
  vec3 tmpvar_16;
  tmpvar_16 = normalize(gl_Normal);
  tmpvar_3.xyz = normalize(TANGENT.xyz);
  vec4 pos_17;
  pos_17 = (gl_ModelViewProjectionMatrix * tmpvar_14);
  binormal_1 = (((tmpvar_16.yzx * tmpvar_3.zxy) - (tmpvar_16.zxy * tmpvar_3.yzx)) * TANGENT.w);
  mat3 tmpvar_18;
  tmpvar_18[0].x = tmpvar_3.x;
  tmpvar_18[0].y = binormal_1.x;
  tmpvar_18[0].z = tmpvar_16.x;
  tmpvar_18[1].x = tmpvar_3.y;
  tmpvar_18[1].y = binormal_1.y;
  tmpvar_18[1].z = tmpvar_16.y;
  tmpvar_18[2].x = tmpvar_3.z;
  tmpvar_18[2].y = binormal_1.z;
  tmpvar_18[2].z = tmpvar_16.z;
  vec4 tmpvar_19;
  tmpvar_19.w = 1.0;
  tmpvar_19.xyz = _WorldSpaceCameraPos;
  gl_Position = pos_17;
  vec4 tmpvar_20;
  tmpvar_20.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_20.x = pos_17.z;
  xlv_FOG = 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[0] = tmpvar_21;
  gl_FrontColor = tmpvar_15;
  vec4 tmpvar_22;
  tmpvar_22.w = 0.0;
  tmpvar_22.xyz = (tmpvar_18 * ((
    (_World2Object * _WorldSpaceLightPos0)
  .xyz * unity_Scale.w) - tmpvar_13));
  gl_TexCoord[1] = tmpvar_22;
  vec4 tmpvar_23;
  tmpvar_23.w = 0.0;
  tmpvar_23.xyz = (tmpvar_18 * ((
    (_World2Object * tmpvar_19)
  .xyz * unity_Scale.w) - tmpvar_13));
  gl_TexCoord[2] = tmpvar_23;
  vec4 tmpvar_24;
  tmpvar_24.w = 0.0;
  tmpvar_24.xyz = (_LightMatrix0 * (_Object2World * tmpvar_14)).xyz;
  gl_TexCoord[3] = tmpvar_24;
}


// stats: 64 alu 0 tex 0 flow
// inputs: 6
//  #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
//  #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #2: gl_Color (high float) 4x1 [-1] loc 3
//  #3: gl_Normal (high float) 3x1 [-1] loc 2
//  #4: gl_Vertex (high float) 4x1 [-1] loc 0
//  #5: TANGENT (high float) 4x1 [-1]
// uniforms: 14 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _Color (high float) 4x1 [-1]
//  #2: _LightMatrix0 (high float) 4x4 [-1]
//  #3: _MainTex_ST (high float) 4x1 [-1]
//  #4: _Object2World (high float) 4x4 [-1]
//  #5: _Scale (high float) 4x1 [-1]
//  #6: _SquashAmount (high float) 1x1 [-1]
//  #7: _SquashPlaneNormal (high float) 4x1 [-1]
//  #8: _TimeX (high float) 1x1 [-1]
//  #9: _Wind (high float) 4x1 [-1]
//  #10: _World2Object (high float) 4x4 [-1]
//  #11: _WorldSpaceCameraPos (high float) 3x1 [-1]
//  #12: _WorldSpaceLightPos0 (high float) 4x1 [-1]
//  #13: unity_Scale (high float) 4x1 [-1]
