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 lightDir;
  vec3 viewDir;
  vec3 _LightCoord;
};
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;
vec4 Squash (
  in vec4 pos_1
)
{
  vec3 planeNormal_2;
  vec3 planePoint_3;
  vec3 projectedVertex_4;
  vec3 tmpvar_5;
  tmpvar_5 = pos_1.xyz;
  projectedVertex_4 = tmpvar_5;
  vec3 tmpvar_6;
  tmpvar_6.xz = vec2(0.0, 0.0);
  tmpvar_6.y = _SquashPlaneNormal.w;
  vec3 tmpvar_7;
  tmpvar_7 = tmpvar_6;
  planePoint_3 = tmpvar_7;
  vec3 tmpvar_8;
  tmpvar_8 = _SquashPlaneNormal.xyz;
  planeNormal_2 = tmpvar_8;
  vec3 tmpvar_9;
  tmpvar_9 = pos_1.xyz;
  float tmpvar_10;
  tmpvar_10 = dot (planeNormal_2, (planePoint_3 - tmpvar_9));
  vec3 tmpvar_11;
  tmpvar_11 = (projectedVertex_4 + (tmpvar_10 * planeNormal_2));
  projectedVertex_4 = tmpvar_11;
  vec3 tmpvar_12;
  tmpvar_12 = vec3(_SquashAmount);
  vec3 tmpvar_13;
  tmpvar_13 = mix (projectedVertex_4, pos_1.xyz, tmpvar_12);
  vec4 tmpvar_14;
  tmpvar_14.w = 1.0;
  tmpvar_14.xyz = tmpvar_13.xyz;
  vec4 tmpvar_15;
  tmpvar_15 = tmpvar_14;
  pos_1 = tmpvar_15;
  return pos_1;
}

vec4 TriangleWave (
  in vec4 x_16
)
{
  vec4 tmpvar_17;
  tmpvar_17 = fract ((x_16 + 0.5));
  vec4 tmpvar_18;
  tmpvar_18 = abs (((tmpvar_17 * 2.0) - 1.0));
  return tmpvar_18;
}

vec4 SmoothCurve (
  in vec4 x_19
)
{
  return ((x_19 * x_19) * (3.0 - (2.0 * x_19)));
}

vec4 SmoothTriangleWave (
  in vec4 x_20
)
{
  vec4 tmpvar_21;
  tmpvar_21 = TriangleWave (x_20);
  vec4 tmpvar_22;
  tmpvar_22 = SmoothCurve (tmpvar_21);
  return tmpvar_22;
}

vec4 AnimateVertex (
  in vec4 pos_23,
  in vec3 normal_24,
  in vec4 animParams_25
)
{
  vec3 bend_26;
  vec2 vWavesSum_27;
  vec4 vWaves_28;
  vec2 vWavesIn_29;
  float fVtxPhase_30;
  float fBranchPhase_31;
  float fObjPhase_32;
  float fBranchAmp_33;
  float fDetailAmp_34;
  float tmpvar_35;
  tmpvar_35 = 0.1;
  fDetailAmp_34 = tmpvar_35;
  float tmpvar_36;
  tmpvar_36 = 0.3;
  fBranchAmp_33 = tmpvar_36;
  float tmpvar_37;
  tmpvar_37 = dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0));
  float tmpvar_38;
  tmpvar_38 = tmpvar_37;
  fObjPhase_32 = tmpvar_38;
  float tmpvar_39;
  tmpvar_39 = (fObjPhase_32 + animParams_25.x);
  fBranchPhase_31 = tmpvar_39;
  vec3 tmpvar_40;
  tmpvar_40 = vec3((animParams_25.y + fBranchPhase_31));
  float tmpvar_41;
  tmpvar_41 = dot (pos_23.xyz, tmpvar_40);
  float tmpvar_42;
  tmpvar_42 = tmpvar_41;
  fVtxPhase_30 = tmpvar_42;
  vec2 tmpvar_43;
  tmpvar_43.x = fVtxPhase_30;
  tmpvar_43.y = fBranchPhase_31;
  vec2 tmpvar_44;
  tmpvar_44 = (_TimeX + tmpvar_43);
  vWavesIn_29 = tmpvar_44;
  vec4 tmpvar_45;
  tmpvar_45 = fract ((vWavesIn_29.xxyy * vec4(1.975, 0.793, 0.375, 0.193)));
  vec4 tmpvar_46;
  tmpvar_46 = ((tmpvar_45 * 2.0) - 1.0);
  vWaves_28 = tmpvar_46;
  vec4 tmpvar_47;
  tmpvar_47 = SmoothTriangleWave (vWaves_28);
  vec4 tmpvar_48;
  tmpvar_48 = tmpvar_47;
  vWaves_28 = tmpvar_48;
  vec2 tmpvar_49;
  tmpvar_49 = (vWaves_28.xz + vWaves_28.yw);
  vWavesSum_27 = tmpvar_49;
  vec3 tmpvar_50;
  tmpvar_50 = ((animParams_25.y * fDetailAmp_34) * normal_24.xyz);
  bend_26 = tmpvar_50;
  float tmpvar_51;
  tmpvar_51 = (animParams_25.w * fBranchAmp_33);
  bend_26.y = vec2(tmpvar_51).y;
  vec3 tmpvar_52;
  tmpvar_52 = (pos_23.xyz + (((vWavesSum_27.xyx * bend_26) + ((_Wind.xyz * vWavesSum_27.y) * animParams_25.w)) * _Wind.w));
  pos_23.xyz = tmpvar_52.xyz.xyz;
  vec3 tmpvar_53;
  tmpvar_53 = (pos_23.xyz + (animParams_25.z * _Wind.xyz));
  pos_23.xyz = tmpvar_53.xyz.xyz;
  return pos_23;
}

void TreeVertBark (
  inout appdata_full v_54
)
{
  vec3 tmpvar_55;
  tmpvar_55 = (v_54.vertex.xyz * _Scale.xyz);
  v_54.vertex.xyz = tmpvar_55.xyz.xyz;
  vec4 tmpvar_56;
  tmpvar_56.xy = v_54.color.xy.xy;
  tmpvar_56.zw = v_54.texcoord1.xy.xy;
  vec4 tmpvar_57;
  tmpvar_57 = AnimateVertex (v_54.vertex, v_54.normal, tmpvar_56);
  vec4 tmpvar_58;
  tmpvar_58 = tmpvar_57;
  v_54.vertex = tmpvar_58;
  vec4 tmpvar_59;
  tmpvar_59 = Squash (v_54.vertex);
  vec4 tmpvar_60;
  tmpvar_60 = tmpvar_59;
  v_54.vertex = tmpvar_60;
  vec4 tmpvar_61;
  tmpvar_61.xyz = (v_54.color.w * _Color.xyz).xyz;
  tmpvar_61.w = _Color.w;
  vec4 tmpvar_62;
  tmpvar_62 = tmpvar_61;
  v_54.color = tmpvar_62;
  vec3 tmpvar_63;
  tmpvar_63 = normalize (v_54.normal);
  vec3 tmpvar_64;
  tmpvar_64 = tmpvar_63;
  v_54.normal = tmpvar_64;
  vec3 tmpvar_65;
  tmpvar_65 = normalize (v_54.tangent.xyz);
  vec3 tmpvar_66;
  tmpvar_66 = tmpvar_65;
  v_54.tangent.xyz = tmpvar_66.xyz.xyz;
}

void PositionFog (
  in vec4 v_67,
  out vec4 pos_68,
  out float fog_69
)
{
  vec4 tmpvar_70;
  tmpvar_70 = (gl_ModelViewProjectionMatrix * v_67);
  pos_68 = tmpvar_70;
  float tmpvar_71;
  tmpvar_71 = pos_68.z;
  fog_69 = tmpvar_71;
}

vec3 ObjSpaceViewDir (
  in vec4 v_72
)
{
  vec3 objSpaceCameraPos_73;
  vec4 tmpvar_74;
  tmpvar_74.w = 1.0;
  tmpvar_74.xyz = _WorldSpaceCameraPos.xyz.xyz;
  vec3 tmpvar_75;
  tmpvar_75 = ((_World2Object * tmpvar_74).xyz * unity_Scale.w);
  objSpaceCameraPos_73 = tmpvar_75;
  return (objSpaceCameraPos_73 - v_72.xyz);
}

vec3 ObjSpaceLightDir (
  in vec4 v_76
)
{
  vec3 objSpaceLightPos_77;
  vec3 tmpvar_78;
  tmpvar_78 = (_World2Object * _WorldSpaceLightPos0).xyz;
  objSpaceLightPos_77 = tmpvar_78;
  return ((objSpaceLightPos_77.xyz * unity_Scale.w) - v_76.xyz);
}

v2f_surf vert_surf (
  in appdata_full v_79
)
{
  mat3 rotation_80;
  vec3 binormal_81;
  v2f_surf o_82;
  TreeVertBark (v_79);
  PositionFog (v_79.vertex, o_82.pos, o_82.fog);
  vec2 tmpvar_83;
  tmpvar_83 = ((v_79.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  o_82.hip_pack0 = tmpvar_83.xy.xy;
  vec4 tmpvar_84;
  tmpvar_84 = v_79.color;
  o_82.lop_color = tmpvar_84;
  vec3 tmpvar_85;
  tmpvar_85 = cross (v_79.normal, v_79.tangent.xyz);
  vec3 tmpvar_86;
  tmpvar_86 = (tmpvar_85 * v_79.tangent.w);
  binormal_81 = tmpvar_86;
  mat3 tmpvar_87;
  float tmpvar_88;
  tmpvar_88 = v_79.tangent.x;
  tmpvar_87[0].x = tmpvar_88;
  float tmpvar_89;
  tmpvar_89 = binormal_81.x;
  tmpvar_87[0].y = tmpvar_89;
  float tmpvar_90;
  tmpvar_90 = v_79.normal.x;
  tmpvar_87[0].z = tmpvar_90;
  float tmpvar_91;
  tmpvar_91 = v_79.tangent.y;
  tmpvar_87[1].x = tmpvar_91;
  float tmpvar_92;
  tmpvar_92 = binormal_81.y;
  tmpvar_87[1].y = tmpvar_92;
  float tmpvar_93;
  tmpvar_93 = v_79.normal.y;
  tmpvar_87[1].z = tmpvar_93;
  float tmpvar_94;
  tmpvar_94 = v_79.tangent.z;
  tmpvar_87[2].x = tmpvar_94;
  float tmpvar_95;
  tmpvar_95 = binormal_81.z;
  tmpvar_87[2].y = tmpvar_95;
  float tmpvar_96;
  tmpvar_96 = v_79.normal.z;
  tmpvar_87[2].z = tmpvar_96;
  mat3 tmpvar_97;
  tmpvar_97 = (tmpvar_87);
  rotation_80 = (tmpvar_97);
  vec3 tmpvar_98;
  tmpvar_98 = ObjSpaceLightDir (v_79.vertex);
  vec3 tmpvar_99;
  tmpvar_99 = (rotation_80 * tmpvar_98);
  o_82.lightDir = tmpvar_99;
  vec3 tmpvar_100;
  tmpvar_100 = ObjSpaceViewDir (v_79.vertex);
  vec3 tmpvar_101;
  tmpvar_101 = (rotation_80 * tmpvar_100);
  o_82.viewDir = tmpvar_101;
  vec3 tmpvar_102;
  tmpvar_102 = (_LightMatrix0 * (_Object2World * v_79.vertex)).xyz;
  o_82._LightCoord = tmpvar_102;
  return o_82;
}

void main ()
{
  appdata_full xlt_v_103;
  v2f_surf xl_retval_104;
  vec4 tmpvar_105;
  tmpvar_105 = gl_Vertex.xyzw;
  vec4 tmpvar_106;
  tmpvar_106 = tmpvar_105;
  xlt_v_103.vertex = tmpvar_106;
  vec4 tmpvar_107;
  tmpvar_107 = TANGENT.xyzw;
  vec4 tmpvar_108;
  tmpvar_108 = tmpvar_107;
  xlt_v_103.tangent = tmpvar_108;
  vec3 tmpvar_109;
  tmpvar_109 = gl_Normal.xyz;
  vec3 tmpvar_110;
  tmpvar_110 = tmpvar_109;
  xlt_v_103.normal = tmpvar_110;
  vec4 tmpvar_111;
  tmpvar_111 = gl_MultiTexCoord0.xyzw;
  vec4 tmpvar_112;
  tmpvar_112 = tmpvar_111;
  xlt_v_103.texcoord = tmpvar_112;
  vec4 tmpvar_113;
  tmpvar_113 = gl_MultiTexCoord1.xyzw;
  vec4 tmpvar_114;
  tmpvar_114 = tmpvar_113;
  xlt_v_103.texcoord1 = tmpvar_114;
  vec4 tmpvar_115;
  tmpvar_115 = gl_Color.xyzw;
  vec4 tmpvar_116;
  tmpvar_116 = tmpvar_115;
  xlt_v_103.color = tmpvar_116;
  v2f_surf tmpvar_117;
  tmpvar_117 = vert_surf (xlt_v_103);
  v2f_surf tmpvar_118;
  tmpvar_118 = tmpvar_117;
  xl_retval_104 = tmpvar_118;
  vec4 tmpvar_119;
  tmpvar_119 = xl_retval_104.pos.xyzw;
  vec4 tmpvar_120;
  tmpvar_120 = tmpvar_119;
  gl_Position = tmpvar_120;
  vec4 tmpvar_121;
  tmpvar_121.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_121.x = xl_retval_104.fog;
  vec4 tmpvar_122;
  tmpvar_122 = tmpvar_121;
  xlv_FOG = tmpvar_122;
  vec4 tmpvar_123;
  tmpvar_123.zw = vec2(0.0, 0.0);
  tmpvar_123.xy = xl_retval_104.hip_pack0.xy;
  vec4 tmpvar_124;
  tmpvar_124 = tmpvar_123;
  gl_TexCoord[0] = tmpvar_124;
  vec4 tmpvar_125;
  tmpvar_125 = xl_retval_104.lop_color.xyzw;
  vec4 tmpvar_126;
  tmpvar_126 = tmpvar_125;
  gl_FrontColor = tmpvar_126;
  vec4 tmpvar_127;
  tmpvar_127.w = 0.0;
  tmpvar_127.xyz = xl_retval_104.lightDir.xyz;
  vec4 tmpvar_128;
  tmpvar_128 = tmpvar_127;
  gl_TexCoord[1] = tmpvar_128;
  vec4 tmpvar_129;
  tmpvar_129.w = 0.0;
  tmpvar_129.xyz = xl_retval_104.viewDir.xyz;
  vec4 tmpvar_130;
  tmpvar_130 = tmpvar_129;
  gl_TexCoord[2] = tmpvar_130;
  vec4 tmpvar_131;
  tmpvar_131.w = 0.0;
  tmpvar_131.xyz = xl_retval_104._LightCoord.xyz;
  vec4 tmpvar_132;
  tmpvar_132 = tmpvar_131;
  gl_TexCoord[3] = tmpvar_132;
}

