uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform float _TimeX;
uniform vec4 _Wind;
uniform vec4 unity_LightShadowBias;
void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2.w = gl_Vertex.w;
  tmpvar_2.xyz = (gl_Vertex.xyz * _Scale.xyz);
  vec4 pos_3;
  pos_3.w = tmpvar_2.w;
  vec3 bend_4;
  vec2 vWavesSum_5;
  vec4 vWaves_6;
  float fBranchPhase_7;
  fBranchPhase_7 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
  vec2 tmpvar_8;
  tmpvar_8.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + fBranchPhase_7)));
  tmpvar_8.y = fBranchPhase_7;
  vWaves_6 = ((fract(
    ((_TimeX + tmpvar_8).xxyy * vec4(1.975, 0.793, 0.375, 0.193))
  ) * 2.0) - 1.0);
  vec4 tmpvar_9;
  tmpvar_9 = abs(((
    fract((vWaves_6 + 0.5))
   * 2.0) - 1.0));
  vec4 tmpvar_10;
  tmpvar_10 = ((tmpvar_9 * tmpvar_9) * (3.0 - (2.0 * tmpvar_9)));
  vWaves_6 = tmpvar_10;
  vWavesSum_5 = (tmpvar_10.xz + tmpvar_10.yw);
  bend_4.xz = ((gl_Color.y * 0.1) * gl_Normal).xz;
  bend_4.y = (gl_MultiTexCoord1.y * 0.3);
  pos_3.xyz = (tmpvar_2.xyz + ((
    (vWavesSum_5.xyx * bend_4)
   + 
    ((_Wind.xyz * vWavesSum_5.y) * gl_MultiTexCoord1.y)
  ) * _Wind.w));
  pos_3.xyz = (pos_3.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
  vec3 tmpvar_11;
  tmpvar_11.xz = vec2(0.0, 0.0);
  tmpvar_11.y = _SquashPlaneNormal.w;
  vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = mix ((pos_3.xyz + (
    dot (_SquashPlaneNormal.xyz, (tmpvar_11 - pos_3.xyz))
   * _SquashPlaneNormal.xyz)), pos_3.xyz, vec3(_SquashAmount));
  tmpvar_2 = tmpvar_12;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * tmpvar_12);
  tmpvar_1.z = (tmpvar_1.z + unity_LightShadowBias.x);
  if ((tmpvar_1.z < -(tmpvar_1.w))) {
    tmpvar_1.z = -(tmpvar_1.w);
  };
  gl_Position = tmpvar_1;
}


// stats: 43 alu 0 tex 1 flow
// inputs: 4
//  #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
//  #1: gl_Color (high float) 4x1 [-1] loc 3
//  #2: gl_Normal (high float) 3x1 [-1] loc 2
//  #3: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 8 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _Object2World (high float) 4x4 [-1]
//  #2: _Scale (high float) 4x1 [-1]
//  #3: _SquashAmount (high float) 1x1 [-1]
//  #4: _SquashPlaneNormal (high float) 4x1 [-1]
//  #5: _TimeX (high float) 1x1 [-1]
//  #6: _Wind (high float) 4x1 [-1]
//  #7: unity_LightShadowBias (high float) 4x1 [-1]
