struct appdata_full {
  vec4 vertex;
  vec4 tangent;
  vec3 normal;
  vec4 texcoord;
  vec4 texcoord1;
  vec4 color;
};
struct v2f_surf {
  vec4 pos;
};
attribute vec4 TANGENT;
uniform vec4 unity_LightShadowBias;
uniform vec4 _Wind;
uniform float _TimeX;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
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;
}

v2f_surf vert_surf (
  in appdata_full v_67
)
{
  v2f_surf o_68;
  TreeVertBark (v_67);
  vec4 tmpvar_69;
  tmpvar_69 = (gl_ModelViewProjectionMatrix * v_67.vertex);
  o_68.pos = tmpvar_69;
  float tmpvar_70;
  tmpvar_70 = (o_68.pos.z + unity_LightShadowBias.x);
  o_68.pos.z = vec3(tmpvar_70).z;
  if ((o_68.pos.z < -(o_68.pos.w))) {
    float tmpvar_71;
    tmpvar_71 = -(o_68.pos.w);
    o_68.pos.z = vec3(tmpvar_71).z;
  };
  return o_68;
}

void main ()
{
  appdata_full xlt_v_72;
  v2f_surf xl_retval_73;
  vec4 tmpvar_74;
  tmpvar_74 = gl_Vertex.xyzw;
  vec4 tmpvar_75;
  tmpvar_75 = tmpvar_74;
  xlt_v_72.vertex = tmpvar_75;
  vec4 tmpvar_76;
  tmpvar_76 = TANGENT.xyzw;
  vec4 tmpvar_77;
  tmpvar_77 = tmpvar_76;
  xlt_v_72.tangent = tmpvar_77;
  vec3 tmpvar_78;
  tmpvar_78 = gl_Normal.xyz;
  vec3 tmpvar_79;
  tmpvar_79 = tmpvar_78;
  xlt_v_72.normal = tmpvar_79;
  vec4 tmpvar_80;
  tmpvar_80 = gl_MultiTexCoord0.xyzw;
  vec4 tmpvar_81;
  tmpvar_81 = tmpvar_80;
  xlt_v_72.texcoord = tmpvar_81;
  vec4 tmpvar_82;
  tmpvar_82 = gl_MultiTexCoord1.xyzw;
  vec4 tmpvar_83;
  tmpvar_83 = tmpvar_82;
  xlt_v_72.texcoord1 = tmpvar_83;
  vec4 tmpvar_84;
  tmpvar_84 = gl_Color.xyzw;
  vec4 tmpvar_85;
  tmpvar_85 = tmpvar_84;
  xlt_v_72.color = tmpvar_85;
  v2f_surf tmpvar_86;
  tmpvar_86 = vert_surf (xlt_v_72);
  v2f_surf tmpvar_87;
  tmpvar_87 = tmpvar_86;
  xl_retval_73 = tmpvar_87;
  vec4 tmpvar_88;
  tmpvar_88 = xl_retval_73.pos.xyzw;
  vec4 tmpvar_89;
  tmpvar_89 = tmpvar_88;
  gl_Position = tmpvar_89;
}

