struct v2f { highp vec2 uv; highp vec3 nl; }; uniform sampler2D _MainTex; uniform highp vec4 _TerrainTreeLightColors[4]; varying highp vec2 xlv_uv; varying highp vec3 xlv_nl; lowp vec4 xlat_main ( in v2f i_1 ) { mediump vec3 light_2; lowp vec4 col_3; int j_4; int tmpvar_5; tmpvar_5 = 0; j_4 = tmpvar_5; lowp vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, i_1.uv); lowp vec4 tmpvar_7; tmpvar_7 = tmpvar_6; col_3 = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = vec3(0.0, 0.0, 0.0); light_2 = tmpvar_8; while (true) { if (!((j_4 < 3))) { break; }; highp vec3 tmpvar_9; tmpvar_9 = (light_2 + ((col_3.xyz * i_1.nl[j_4] ) * _TerrainTreeLightColors[j_4].xyz)); light_2 = tmpvar_9; int _post_incdec_tmp_10; _post_incdec_tmp_10 = j_4; int tmpvar_11; tmpvar_11 = (j_4 + 1); j_4 = tmpvar_11; }; mediump vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = light_2.xyz; return tmpvar_12; } void main () { v2f i_13; highp vec2 tmpvar_14; tmpvar_14 = xlv_uv; i_13.uv = tmpvar_14; highp vec3 tmpvar_15; tmpvar_15 = xlv_nl; i_13.nl = tmpvar_15; lowp vec4 tmpvar_16; tmpvar_16 = xlat_main (i_13); lowp vec4 tmpvar_17; tmpvar_17 = tmpvar_16; gl_FragData[0] = tmpvar_17; }