struct v2f { highp vec2 uv; highp vec3 nl; }; uniform sampler2D _MainTex; uniform highp vec4 _TerrainTreeLightColors[4]; varying highp vec2 xlv_uv; varying highp vec3 xlv_nl; lowp vec4 xlat_main ( in v2f i_1 ) { int j_2; int loopCount_3; mediump vec3 light_4; lowp vec4 col_5; lowp vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, i_1.uv); lowp vec4 tmpvar_7; tmpvar_7 = tmpvar_6; col_5 = tmpvar_7; mediump vec3 tmpvar_8; tmpvar_8 = vec3(0.0, 0.0, 0.0); light_4 = tmpvar_8; int tmpvar_9; tmpvar_9 = int((col_5.w * 10.0)); loopCount_3 = tmpvar_9; int tmpvar_10; tmpvar_10 = 0; j_2 = tmpvar_10; while (true) { if (!((j_2 < loopCount_3))) { break; }; highp vec3 tmpvar_11; tmpvar_11 = (light_4 + ((col_5.xyz * i_1.nl[j_2] ) * _TerrainTreeLightColors[j_2].xyz)); light_4 = tmpvar_11; int tmpvar_12; tmpvar_12 = (j_2 + 1); j_2 = tmpvar_12; }; mediump vec4 tmpvar_13; tmpvar_13.w = 1.0; tmpvar_13.xyz = light_4.xyz; return tmpvar_13; } void main () { v2f i_14; highp vec2 tmpvar_15; tmpvar_15 = xlv_uv; i_14.uv = tmpvar_15; highp vec3 tmpvar_16; tmpvar_16 = xlv_nl; i_14.nl = tmpvar_16; lowp vec4 tmpvar_17; tmpvar_17 = xlat_main (i_14); lowp vec4 tmpvar_18; tmpvar_18 = tmpvar_17; gl_FragData[0] = tmpvar_18; }