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- float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- float3 worldNormal = mul(float4(v.normal,0.0),unity_WorldToObject).xyz;
- o.pos = mul(UNITY_MATRIX_VP, float4(worldPos,1.0)+
- (0.8+0.5*sin(5.0*worldPos.z+5.0*_Time.y))*
- (0.5+0.5*sin(10.0*_Time.y+10.0*worldPos.x))*float4(worldNormal,0.0));
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