varying vec4 xlv_FOG; uniform mat4 _TerrainEngineBendTree; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform vec4 _ProjectionParams; uniform vec4 _MainTex_ST; 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; vec4 tmpvar_5; tmpvar_5 = (gl_ModelViewProjectionMatrix * tmpvar_4); vec4 o_6; vec4 tmpvar_7; tmpvar_7 = (tmpvar_5 * 0.5); vec2 tmpvar_8; tmpvar_8.x = tmpvar_7.x; tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); o_6.xy = (tmpvar_8 + tmpvar_7.w); o_6.zw = tmpvar_5.zw; gl_Position = tmpvar_5; vec4 tmpvar_9; tmpvar_9.yzw = vec3(0.0, 0.0, 0.0); tmpvar_9.x = tmpvar_5.z; xlv_FOG = tmpvar_9; vec4 tmpvar_10; tmpvar_10.zw = vec2(0.0, 0.0); tmpvar_10.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_10; gl_TexCoord[1] = o_6; }