uniform vec4 _LightPositionRange; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform mat4 _TerrainEngineBendTree; void main () { vec4 pos_1; pos_1.w = gl_Vertex.w; pos_1.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 tmpvar_2; tmpvar_2.w = 0.0; tmpvar_2.xyz = pos_1.xyz; pos_1.xyz = mix (pos_1.xyz, (_TerrainEngineBendTree * tmpvar_2).xyz, gl_Color.www); vec3 tmpvar_3; tmpvar_3.xz = vec2(0.0, 0.0); tmpvar_3.y = _SquashPlaneNormal.w; vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = mix ((pos_1.xyz + ( dot (_SquashPlaneNormal.xyz, (tmpvar_3 - pos_1.xyz)) * _SquashPlaneNormal.xyz)), pos_1.xyz, vec3(_SquashAmount)); pos_1 = tmpvar_4; gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_4); vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = ((_Object2World * tmpvar_4).xyz - _LightPositionRange.xyz); gl_TexCoord[0] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 0.0); tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[1] = tmpvar_6; } // inputs: 3, stats: 18 alu 0 tex 0 flow