uniform vec4 _TerrainTreeLightColors[4]; uniform vec3 _TerrainTreeLightDirections[4]; void main () { vec3 lightColor_1; lightColor_1 = gl_LightModel.ambient.xyz; lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[0] * max (0.0, dot (_TerrainTreeLightDirections[0], gl_Normal) )).xyz); lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[1] * max (0.0, dot (_TerrainTreeLightDirections[1], gl_Normal) )).xyz); lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[2] * max (0.0, dot (_TerrainTreeLightDirections[2], gl_Normal) )).xyz); lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[3] * max (0.0, dot (_TerrainTreeLightDirections[3], gl_Normal) )).xyz); gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = gl_MultiTexCoord0.xy; gl_TexCoord[0] = tmpvar_2; vec4 tmpvar_3; tmpvar_3.w = 0.0; tmpvar_3.xyz = (lightColor_1 * gl_Color.w); gl_TexCoord[1] = tmpvar_3; } // inputs: 4, stats: 20 alu 0 tex 0 flow