uniform vec3 _TerrainTreeLightDirections[4]; uniform float _TranslucencyViewDependency; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; attribute vec4 TANGENT; void main () { vec3 viewDir_1; vec3 tmpvar_2; vec3 tmpvar_3; vec3 tmpvar_4; float tmpvar_5; tmpvar_5 = (1.0 - abs(TANGENT.w)); vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = gl_Normal; vec4 tmpvar_7; tmpvar_7.zw = vec2(0.0, 0.0); tmpvar_7.xy = gl_Normal.xy; vec4 tmpvar_8; tmpvar_8 = (gl_Vertex + ((tmpvar_7 * gl_ModelViewMatrixInverseTranspose) * tmpvar_5)); vec3 tmpvar_9; tmpvar_9 = mix (gl_Normal, normalize((tmpvar_6 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_5)); vec4 tmpvar_10; tmpvar_10.w = 1.0; tmpvar_10.xyz = _WorldSpaceCameraPos; viewDir_1 = normalize((( (_World2Object * tmpvar_10) .xyz * unity_Scale.w) - tmpvar_8.xyz)); vec3 tmpvar_11; tmpvar_11 = _TerrainTreeLightDirections[0]; float tmpvar_12; tmpvar_12 = dot (tmpvar_9, tmpvar_11); tmpvar_2.x = (mix (clamp ( -(tmpvar_12) , 0.0, 1.0), clamp ( dot (viewDir_1, -(tmpvar_11)) , 0.0, 1.0), _TranslucencyViewDependency) * 2.0); tmpvar_3.x = max (0.0, ((tmpvar_12 * 0.6) + 0.4)); tmpvar_4.x = max (0.0, dot (tmpvar_9, normalize( (tmpvar_11 + viewDir_1) ))); vec3 tmpvar_13; tmpvar_13 = _TerrainTreeLightDirections[1]; float tmpvar_14; tmpvar_14 = dot (tmpvar_9, tmpvar_13); tmpvar_2.y = (mix (clamp ( -(tmpvar_14) , 0.0, 1.0), clamp ( dot (viewDir_1, -(tmpvar_13)) , 0.0, 1.0), _TranslucencyViewDependency) * 2.0); tmpvar_3.y = max (0.0, ((tmpvar_14 * 0.6) + 0.4)); tmpvar_4.y = max (0.0, dot (tmpvar_9, normalize( (tmpvar_13 + viewDir_1) ))); vec3 tmpvar_15; tmpvar_15 = _TerrainTreeLightDirections[2]; float tmpvar_16; tmpvar_16 = dot (tmpvar_9, tmpvar_15); tmpvar_2.z = (mix (clamp ( -(tmpvar_16) , 0.0, 1.0), clamp ( dot (viewDir_1, -(tmpvar_15)) , 0.0, 1.0), _TranslucencyViewDependency) * 2.0); tmpvar_3.z = max (0.0, ((tmpvar_16 * 0.6) + 0.4)); tmpvar_4.z = max (0.0, dot (tmpvar_9, normalize( (tmpvar_15 + viewDir_1) ))); gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_8); vec4 tmpvar_17; tmpvar_17.zw = vec2(0.0, 0.0); tmpvar_17.xy = gl_MultiTexCoord0.xy; gl_TexCoord[0] = tmpvar_17; vec4 tmpvar_18; tmpvar_18.w = 0.0; tmpvar_18.xyz = gl_Color.www; gl_TexCoord[1] = tmpvar_18; vec4 tmpvar_19; tmpvar_19.w = 0.0; tmpvar_19.xyz = tmpvar_2; gl_TexCoord[2] = tmpvar_19; vec4 tmpvar_20; tmpvar_20.w = 0.0; tmpvar_20.xyz = tmpvar_3; gl_TexCoord[3] = tmpvar_20; vec4 tmpvar_21; tmpvar_21.w = 0.0; tmpvar_21.xyz = tmpvar_4; gl_TexCoord[4] = tmpvar_21; } // inputs: 5, stats: 75 alu 0 tex 0 flow