struct appdata_full {
  vec4 vertex;
  vec4 tangent;
  vec3 normal;
  vec4 texcoord;
  vec4 texcoord1;
  vec4 color;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec2 hip_pack0;
  vec4 lop_color;
  vec3 normal;
  vec3 lightDir;
  vec3 _LightCoord;
};
varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _WavingTint;
uniform vec4 _WaveAndDistance;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform mat4 _LightMatrix0;
uniform vec3 _CameraUp;
uniform vec3 _CameraRight;
uniform vec4 _CameraPosition;
mat3 xll_constructMat3 (
  in mat4 m_1
)
{
  vec3 tmpvar_2;
  tmpvar_2 = m_1[0].xyz;
  vec3 tmpvar_3;
  tmpvar_3 = m_1[1].xyz;
  vec3 tmpvar_4;
  tmpvar_4 = m_1[2].xyz;
  mat3 tmpvar_5;
  vec3 tmpvar_6;
  tmpvar_6 = tmpvar_2;
  tmpvar_5[0] = tmpvar_6;
  vec3 tmpvar_7;
  tmpvar_7 = tmpvar_3;
  tmpvar_5[1] = tmpvar_7;
  vec3 tmpvar_8;
  tmpvar_8 = tmpvar_4;
  tmpvar_5[2] = tmpvar_8;
  return tmpvar_5;
}

void FastSinCos (
  in vec4 val_9,
  out vec4 s_10,
  out vec4 c_11
)
{
  vec4 cos8_12;
  vec4 sin7_13;
  vec4 r3_14;
  vec4 r2_15;
  vec4 r1_16;
  vec4 r8_17;
  vec4 r7_18;
  vec4 r6_19;
  vec4 r5_20;
  vec4 tmpvar_21;
  tmpvar_21 = vec4(1.0, -0.161616, 0.0083333, -0.00019841);
  sin7_13 = tmpvar_21;
  vec4 tmpvar_22;
  tmpvar_22 = vec4(-0.5, 0.0416667, -0.00138889, 2.48016e-05);
  cos8_12 = tmpvar_22;
  vec4 tmpvar_23;
  tmpvar_23 = ((val_9 * 6.40885) - 3.14159);
  val_9 = tmpvar_23;
  vec4 tmpvar_24;
  tmpvar_24 = (val_9 * val_9);
  r5_20 = tmpvar_24;
  vec4 tmpvar_25;
  tmpvar_25 = (r5_20 * r5_20);
  r6_19 = tmpvar_25;
  vec4 tmpvar_26;
  tmpvar_26 = (r6_19 * r5_20);
  r7_18 = tmpvar_26;
  vec4 tmpvar_27;
  tmpvar_27 = (r6_19 * r5_20);
  r8_17 = tmpvar_27;
  vec4 tmpvar_28;
  tmpvar_28 = (r5_20 * val_9);
  r1_16 = tmpvar_28;
  vec4 tmpvar_29;
  tmpvar_29 = (r1_16 * r5_20);
  r2_15 = tmpvar_29;
  vec4 tmpvar_30;
  tmpvar_30 = (r2_15 * r5_20);
  r3_14 = tmpvar_30;
  vec4 tmpvar_31;
  tmpvar_31 = (((val_9 + (r1_16 * sin7_13.y)) + (r2_15 * sin7_13.z)) + (r3_14 * sin7_13.w));
  s_10 = tmpvar_31;
  vec4 tmpvar_32;
  tmpvar_32 = ((((1.0 + (r5_20 * cos8_12.x)) + (r6_19 * cos8_12.y)) + (r7_18 * cos8_12.z)) + (r8_17 * cos8_12.w));
  c_11 = tmpvar_32;
}

void TerrainWaveGrass (
  inout vec4 vertex_33,
  in float waveAmount_34,
  in vec3 color_35,
  out vec4 outColor_36
)
{
  vec3 waveColor_37;
  vec3 waveMove_38;
  float lighting_39;
  vec4 c_40;
  vec4 s_41;
  vec4 waves_42;
  vec4 _waveZmove_43;
  vec4 _waveXmove_44;
  vec4 waveSpeed_45;
  vec4 _waveZSize_46;
  vec4 _waveXSize_47;
  vec4 tmpvar_48;
  tmpvar_48 = vec4(1.2, 2.0, 1.6, 4.8);
  waveSpeed_45 = tmpvar_48;
  vec4 tmpvar_49;
  tmpvar_49 = vec4(0.024, 0.04, -0.12, 0.096);
  _waveXmove_44 = tmpvar_49;
  vec4 tmpvar_50;
  tmpvar_50 = vec4(0.006, 0.02, -0.02, 0.1);
  _waveZmove_43 = tmpvar_50;
  vec3 tmpvar_51;
  tmpvar_51 = vec3(0.0, 0.0, 0.0);
  waveMove_38 = tmpvar_51;
  vec4 tmpvar_52;
  tmpvar_52 = (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y);
  _waveXSize_47 = tmpvar_52;
  vec4 tmpvar_53;
  tmpvar_53 = (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y);
  _waveZSize_46 = tmpvar_53;
  vec4 tmpvar_54;
  tmpvar_54 = (vertex_33.x * _waveXSize_47);
  waves_42 = tmpvar_54;
  vec4 tmpvar_55;
  tmpvar_55 = (waves_42 + (vertex_33.z * _waveZSize_46));
  waves_42 = tmpvar_55;
  vec4 tmpvar_56;
  tmpvar_56 = (waves_42 + (_WaveAndDistance.x * waveSpeed_45));
  waves_42 = tmpvar_56;
  vec4 tmpvar_57;
  tmpvar_57 = fract (waves_42);
  vec4 tmpvar_58;
  tmpvar_58 = tmpvar_57;
  waves_42 = tmpvar_58;
  FastSinCos (waves_42, s_41, c_40);
  vec4 tmpvar_59;
  tmpvar_59 = (s_41 * s_41);
  s_41 = tmpvar_59;
  vec4 tmpvar_60;
  tmpvar_60 = (s_41 * s_41);
  s_41 = tmpvar_60;
  vec4 tmpvar_61;
  tmpvar_61 = normalize (vec4(1.0, 1.0, 0.4, 0.2));
  float tmpvar_62;
  tmpvar_62 = dot (s_41, tmpvar_61);
  float tmpvar_63;
  tmpvar_63 = (tmpvar_62 * 0.7);
  lighting_39 = tmpvar_63;
  vec4 tmpvar_64;
  tmpvar_64 = (s_41 * waveAmount_34);
  s_41 = tmpvar_64;
  float tmpvar_65;
  tmpvar_65 = dot (s_41, _waveXmove_44);
  float tmpvar_66;
  tmpvar_66 = tmpvar_65;
  waveMove_38.x = tmpvar_66;
  float tmpvar_67;
  tmpvar_67 = dot (s_41, _waveZmove_43);
  float tmpvar_68;
  tmpvar_68 = tmpvar_67;
  waveMove_38.z = vec3(tmpvar_68).z;
  vec2 tmpvar_69;
  tmpvar_69 = (vertex_33.xz - (waveMove_38.xz * _WaveAndDistance.z));
  vertex_33.xz = tmpvar_69.xxy.xz;
  vec3 tmpvar_70;
  tmpvar_70 = vec3(lighting_39);
  vec3 tmpvar_71;
  tmpvar_71 = mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, tmpvar_70);
  vec3 tmpvar_72;
  tmpvar_72 = tmpvar_71;
  waveColor_37 = tmpvar_72;
  vec3 tmpvar_73;
  tmpvar_73 = ((color_35 * waveColor_37) * 2.0);
  outColor_36.xyz = tmpvar_73.xyz.xyz;
  float tmpvar_74;
  tmpvar_74 = 1.0;
  outColor_36.w = vec4(tmpvar_74).w;
}

void TerrainBillboardGrass (
  inout vec4 pos_75,
  in vec2 offset_76
)
{
  vec3 grasspos_77;
  vec3 tmpvar_78;
  tmpvar_78 = (pos_75.xyz - _CameraPosition.xyz);
  grasspos_77 = tmpvar_78;
  float tmpvar_79;
  tmpvar_79 = dot (grasspos_77, grasspos_77);
  if ((tmpvar_79 > _WaveAndDistance.w)) {
    vec2 tmpvar_80;
    tmpvar_80 = vec2(0.0, 0.0);
    offset_76 = tmpvar_80;
  };
  vec3 tmpvar_81;
  tmpvar_81 = (pos_75.xyz + (offset_76.x * _CameraRight.xyz));
  pos_75.xyz = tmpvar_81.xyz.xyz;
  vec3 tmpvar_82;
  tmpvar_82 = (pos_75.xyz + (offset_76.y * _CameraUp.xyz));
  pos_75.xyz = tmpvar_82.xyz.xyz;
}

void vert (
  inout appdata_full v_83
)
{
  vec4 color_84;
  float waveAmount_85;
  TerrainBillboardGrass (v_83.vertex, v_83.tangent.xy);
  float tmpvar_86;
  tmpvar_86 = v_83.tangent.y;
  waveAmount_85 = tmpvar_86;
  TerrainWaveGrass (v_83.vertex, waveAmount_85, v_83.color.xyz, color_84);
  vec4 tmpvar_87;
  tmpvar_87 = color_84;
  v_83.color = tmpvar_87;
}

vec3 WorldSpaceLightDir (
  in vec4 v_88
)
{
  vec3 worldPos_89;
  vec3 tmpvar_90;
  tmpvar_90 = (_Object2World * v_88).xyz;
  worldPos_89 = tmpvar_90;
  return (_WorldSpaceLightPos0.xyz - worldPos_89);
}

void PositionFog (
  in vec4 v_91,
  out vec4 pos_92,
  out float fog_93
)
{
  vec4 tmpvar_94;
  tmpvar_94 = (gl_ModelViewProjectionMatrix * v_91);
  pos_92 = tmpvar_94;
  float tmpvar_95;
  tmpvar_95 = pos_92.z;
  fog_93 = tmpvar_95;
}

v2f_surf vert_surf (
  in appdata_full v_96
)
{
  v2f_surf o_97;
  vert (v_96);
  PositionFog (v_96.vertex, o_97.pos, o_97.fog);
  vec2 tmpvar_98;
  tmpvar_98 = ((v_96.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  o_97.hip_pack0 = tmpvar_98.xy.xy;
  vec4 tmpvar_99;
  tmpvar_99 = v_96.color;
  o_97.lop_color = tmpvar_99;
  mat3 tmpvar_100;
  tmpvar_100 = xll_constructMat3 (_Object2World);
  vec3 tmpvar_101;
  tmpvar_101 = (tmpvar_100 * (v_96.normal * unity_Scale.w));
  o_97.normal = tmpvar_101;
  vec3 tmpvar_102;
  tmpvar_102 = WorldSpaceLightDir (v_96.vertex);
  vec3 tmpvar_103;
  tmpvar_103 = tmpvar_102;
  o_97.lightDir = tmpvar_103;
  vec3 tmpvar_104;
  tmpvar_104 = (_LightMatrix0 * (_Object2World * v_96.vertex)).xyz;
  o_97._LightCoord = tmpvar_104;
  return o_97;
}

void main ()
{
  appdata_full xlt_v_105;
  v2f_surf xl_retval_106;
  vec4 tmpvar_107;
  tmpvar_107 = gl_Vertex.xyzw;
  vec4 tmpvar_108;
  tmpvar_108 = tmpvar_107;
  xlt_v_105.vertex = tmpvar_108;
  vec4 tmpvar_109;
  tmpvar_109 = TANGENT.xyzw;
  vec4 tmpvar_110;
  tmpvar_110 = tmpvar_109;
  xlt_v_105.tangent = tmpvar_110;
  vec3 tmpvar_111;
  tmpvar_111 = gl_Normal.xyz;
  vec3 tmpvar_112;
  tmpvar_112 = tmpvar_111;
  xlt_v_105.normal = tmpvar_112;
  vec4 tmpvar_113;
  tmpvar_113 = gl_MultiTexCoord0.xyzw;
  vec4 tmpvar_114;
  tmpvar_114 = tmpvar_113;
  xlt_v_105.texcoord = tmpvar_114;
  vec4 tmpvar_115;
  tmpvar_115 = gl_MultiTexCoord1.xyzw;
  vec4 tmpvar_116;
  tmpvar_116 = tmpvar_115;
  xlt_v_105.texcoord1 = tmpvar_116;
  vec4 tmpvar_117;
  tmpvar_117 = gl_Color.xyzw;
  vec4 tmpvar_118;
  tmpvar_118 = tmpvar_117;
  xlt_v_105.color = tmpvar_118;
  v2f_surf tmpvar_119;
  tmpvar_119 = vert_surf (xlt_v_105);
  v2f_surf tmpvar_120;
  tmpvar_120 = tmpvar_119;
  xl_retval_106 = tmpvar_120;
  vec4 tmpvar_121;
  tmpvar_121 = xl_retval_106.pos.xyzw;
  vec4 tmpvar_122;
  tmpvar_122 = tmpvar_121;
  gl_Position = tmpvar_122;
  vec4 tmpvar_123;
  tmpvar_123.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_123.x = xl_retval_106.fog;
  vec4 tmpvar_124;
  tmpvar_124 = tmpvar_123;
  xlv_FOG = tmpvar_124;
  vec4 tmpvar_125;
  tmpvar_125.zw = vec2(0.0, 0.0);
  tmpvar_125.xy = xl_retval_106.hip_pack0.xy;
  vec4 tmpvar_126;
  tmpvar_126 = tmpvar_125;
  gl_TexCoord[0] = tmpvar_126;
  vec4 tmpvar_127;
  tmpvar_127 = xl_retval_106.lop_color.xyzw;
  vec4 tmpvar_128;
  tmpvar_128 = tmpvar_127;
  gl_FrontColor = tmpvar_128;
  vec4 tmpvar_129;
  tmpvar_129.w = 0.0;
  tmpvar_129.xyz = xl_retval_106.normal.xyz;
  vec4 tmpvar_130;
  tmpvar_130 = tmpvar_129;
  gl_TexCoord[1] = tmpvar_130;
  vec4 tmpvar_131;
  tmpvar_131.w = 0.0;
  tmpvar_131.xyz = xl_retval_106.lightDir.xyz;
  vec4 tmpvar_132;
  tmpvar_132 = tmpvar_131;
  gl_TexCoord[2] = tmpvar_132;
  vec4 tmpvar_133;
  tmpvar_133.w = 0.0;
  tmpvar_133.xyz = xl_retval_106._LightCoord.xyz;
  vec4 tmpvar_134;
  tmpvar_134 = tmpvar_133;
  gl_TexCoord[3] = tmpvar_134;
}

