uniform vec3 _TerrainTreeLightDirections[4]; uniform float _TranslucencyViewDependency; void main () { vec3 tmpvar_1; vec3 tmpvar_2; vec3 tmpvar_3; tmpvar_3 = _TerrainTreeLightDirections[0]; float tmpvar_4; tmpvar_4 = dot (gl_Normal, tmpvar_3); tmpvar_1.x = mix (-(tmpvar_4), dot (gl_Vertex.xyz, -(tmpvar_3)), _TranslucencyViewDependency); tmpvar_2.x = max (0.0, ((tmpvar_4 * 0.6) + 0.4)); vec3 tmpvar_5; tmpvar_5 = _TerrainTreeLightDirections[1]; float tmpvar_6; tmpvar_6 = dot (gl_Normal, tmpvar_5); tmpvar_1.y = mix (-(tmpvar_6), dot (gl_Vertex.xyz, -(tmpvar_5)), _TranslucencyViewDependency); tmpvar_2.y = max (0.0, ((tmpvar_6 * 0.6) + 0.4)); vec3 tmpvar_7; tmpvar_7 = _TerrainTreeLightDirections[2]; float tmpvar_8; tmpvar_8 = dot (gl_Normal, tmpvar_7); tmpvar_1.z = mix (-(tmpvar_8), dot (gl_Vertex.xyz, -(tmpvar_7)), _TranslucencyViewDependency); tmpvar_2.z = max (0.0, ((tmpvar_8 * 0.6) + 0.4)); gl_Position = gl_Vertex; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = tmpvar_1; gl_TexCoord[2] = tmpvar_9; vec4 tmpvar_10; tmpvar_10.w = 0.0; tmpvar_10.xyz = tmpvar_2; gl_TexCoord[3] = tmpvar_10; } // inputs: 2, stats: 32 alu 0 tex 0 flow