varying highp vec3 xlv_nl; varying highp vec2 xlv_uv; uniform highp vec4 _TerrainTreeLightColors[4]; uniform sampler2D _MainTex; void main () { lowp vec4 tmpvar_1; mediump vec3 light_2; lowp vec4 col_3; col_3 = texture2D (_MainTex, xlv_uv); highp vec3 tmpvar_4; tmpvar_4 = ((col_3.xyz * xlv_nl.x) * _TerrainTreeLightColors[0].xyz); light_2 = tmpvar_4; highp vec3 tmpvar_5; tmpvar_5 = (light_2 + ((col_3.xyz * xlv_nl.y) * _TerrainTreeLightColors[1].xyz)); light_2 = tmpvar_5; highp vec3 tmpvar_6; tmpvar_6 = (light_2 + ((col_3.xyz * xlv_nl.z) * _TerrainTreeLightColors[2].xyz)); light_2 = tmpvar_6; mediump vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = light_2; tmpvar_1 = tmpvar_7; gl_FragData[0] = tmpvar_1; }