#version 300 es
uniform highp float _Bias;
uniform highp float _BlinkingTimeOffsScale;
uniform highp vec4 _Color;
uniform highp float _FadeOutDistFar;
uniform highp float _FadeOutDistNear;
uniform highp float _MaxGrowSize;
uniform highp float _Multiplier;
uniform highp float _NoiseAmount;
uniform highp float _SizeGrowEndDist;
uniform highp float _SizeGrowStartDist;
uniform highp vec4 _Time;
uniform highp float _TimeOffDuration;
uniform highp float _TimeOnDuration;
uniform highp float _VerticalBillboarding;
uniform highp mat4 _World2Object;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp mat4 glstate_matrix_mvp;
in highp vec4 _inVertex;
in mediump vec3 _inNormal;
in highp vec4 _uv0;
in highp vec4 _uv1;
in lowp vec4 _color;
out highp vec2 xlv_TEXCOORD0;
out lowp vec4 xlv_TEXCOORD1;
void main ()
{
  highp vec3 tmpvar_1;
  highp vec4 tmpvar_2;
  tmpvar_1 = _inNormal;
  tmpvar_2 = _color;
  lowp vec4 tmpvar_3;
  highp float noiseWave_4;
  highp float noiseTime_5;
  highp float wave_6;
  highp float time_7;
  highp vec3 BBLocalPos_8;
  highp vec3 localDir_9;
  highp vec3 centerLocal_10;
  highp vec3 centerOffs_11;
  highp vec3 tmpvar_12;
  tmpvar_12.z = 0.0;
  tmpvar_12.xy = (vec2(0.5, 0.5) - tmpvar_2.xy);
  centerOffs_11 = (tmpvar_12 * _uv1.xyy);
  centerLocal_10 = (_inVertex.xyz + centerOffs_11);
  highp vec4 tmpvar_13;
  tmpvar_13.w = 1.0;
  tmpvar_13.xyz = _WorldSpaceCameraPos;
  localDir_9 = ((_World2Object * tmpvar_13).xyz - centerLocal_10);
  localDir_9.y = (localDir_9.y * _VerticalBillboarding);
  highp float tmpvar_14;
  tmpvar_14 = sqrt(dot (localDir_9, localDir_9));
  highp vec3 dir_15;
  dir_15 = (localDir_9 / tmpvar_14);
  highp float tmpvar_16;
  tmpvar_16 = abs(dir_15.y);
  highp vec3 tmpvar_17;
  if ((tmpvar_16 > 0.999)) {
    tmpvar_17 = vec3(0.0, 0.0, 1.0);
  } else {
    tmpvar_17 = vec3(0.0, 1.0, 0.0);
  };
  highp vec3 tmpvar_18;
  tmpvar_18 = normalize(((tmpvar_17.yzx * dir_15.zxy) - (tmpvar_17.zxy * dir_15.yzx)));
  highp vec3 tmpvar_19;
  tmpvar_19 = ((dir_15.yzx * tmpvar_18.zxy) - (dir_15.zxy * tmpvar_18.yzx));
  highp float tmpvar_20;
  tmpvar_20 = min ((max (
    (tmpvar_14 - _SizeGrowStartDist)
  , 0.0) / _SizeGrowEndDist), 1.0);
  BBLocalPos_8 = ((centerLocal_10 - (
    (tmpvar_18 * centerOffs_11.x)
   + 
    (tmpvar_19 * centerOffs_11.y)
  )) + ((
    (tmpvar_18 * tmpvar_1.x)
   + 
    (tmpvar_19 * tmpvar_1.y)
  ) * (
    (tmpvar_20 * tmpvar_20)
   * 
    (_MaxGrowSize * tmpvar_2.w)
  )));
  time_7 = (_Time.y + (_BlinkingTimeOffsScale * tmpvar_2.z));
  highp float y_21;
  y_21 = (_TimeOnDuration + _TimeOffDuration);
  highp float tmpvar_22;
  tmpvar_22 = (time_7 / y_21);
  highp float tmpvar_23;
  tmpvar_23 = (fract(abs(tmpvar_22)) * y_21);
  highp float tmpvar_24;
  if ((tmpvar_22 >= 0.0)) {
    tmpvar_24 = tmpvar_23;
  } else {
    tmpvar_24 = -(tmpvar_23);
  };
  highp float tmpvar_25;
  tmpvar_25 = clamp ((tmpvar_24 / (_TimeOnDuration * 0.25)), 0.0, 1.0);
  highp float edge0_26;
  edge0_26 = (_TimeOnDuration * 0.75);
  highp float tmpvar_27;
  tmpvar_27 = clamp (((tmpvar_24 - edge0_26) / (_TimeOnDuration - edge0_26)), 0.0, 1.0);
  wave_6 = ((tmpvar_25 * (tmpvar_25 * 
    (3.0 - (2.0 * tmpvar_25))
  )) * (1.0 - (tmpvar_27 * 
    (tmpvar_27 * (3.0 - (2.0 * tmpvar_27)))
  )));
  noiseTime_5 = (time_7 * (6.28319 / _TimeOnDuration));
  noiseWave_4 = ((_NoiseAmount * (
    sin(noiseTime_5)
   * 
    ((0.5 * cos((
      (noiseTime_5 * 0.6366)
     + 56.7272))) + 0.5)
  )) + (1.0 - _NoiseAmount));
  highp float tmpvar_28;
  if ((_NoiseAmount < 0.01)) {
    tmpvar_28 = wave_6;
  } else {
    tmpvar_28 = noiseWave_4;
  };
  wave_6 = (tmpvar_28 + _Bias);
  highp vec4 tmpvar_29;
  tmpvar_29.w = 1.0;
  tmpvar_29.xyz = BBLocalPos_8;
  highp float ffadeout_30;
  highp float nfadeout_31;
  highp float tmpvar_32;
  tmpvar_32 = clamp ((tmpvar_14 / _FadeOutDistNear), 0.0, 1.0);
  ffadeout_30 = (1.0 - clamp ((
    max ((tmpvar_14 - _FadeOutDistFar), 0.0)
   * 0.2), 0.0, 1.0));
  ffadeout_30 = (ffadeout_30 * ffadeout_30);
  nfadeout_31 = (tmpvar_32 * tmpvar_32);
  nfadeout_31 = (nfadeout_31 * nfadeout_31);
  nfadeout_31 = (nfadeout_31 * ffadeout_30);
  tmpvar_3 = ((nfadeout_31 * _Color) * (_Multiplier * wave_6));
  gl_Position = (glstate_matrix_mvp * tmpvar_29);
  xlv_TEXCOORD0 = _uv0.xy;
  xlv_TEXCOORD1 = tmpvar_3;
}


// stats: 95 alu 0 tex 3 flow
// inputs: 5
//  #0: _inVertex (high float) 4x1 [-1]
//  #1: _inNormal (medium float) 3x1 [-1]
//  #2: _uv0 (high float) 4x1 [-1]
//  #3: _uv1 (high float) 4x1 [-1]
//  #4: _color (low float) 4x1 [-1]
// uniforms: 17 (total size: 0)
//  #0: _Bias (high float) 1x1 [-1]
//  #1: _BlinkingTimeOffsScale (high float) 1x1 [-1]
//  #2: _Color (high float) 4x1 [-1]
//  #3: _FadeOutDistFar (high float) 1x1 [-1]
//  #4: _FadeOutDistNear (high float) 1x1 [-1]
//  #5: _MaxGrowSize (high float) 1x1 [-1]
//  #6: _Multiplier (high float) 1x1 [-1]
//  #7: _NoiseAmount (high float) 1x1 [-1]
//  #8: _SizeGrowEndDist (high float) 1x1 [-1]
//  #9: _SizeGrowStartDist (high float) 1x1 [-1]
//  #10: _Time (high float) 4x1 [-1]
//  #11: _TimeOffDuration (high float) 1x1 [-1]
//  #12: _TimeOnDuration (high float) 1x1 [-1]
//  #13: _VerticalBillboarding (high float) 1x1 [-1]
//  #14: _World2Object (high float) 4x4 [-1]
//  #15: _WorldSpaceCameraPos (high float) 3x1 [-1]
//  #16: glstate_matrix_mvp (high float) 4x4 [-1]
