attribute vec4 TANGENT; uniform vec4 unity_Scale; uniform vec3 _WorldSpaceCameraPos; uniform mat4 _World2Object; uniform float _TranslucencyViewDependency; uniform vec3 _TerrainTreeLightDirections[4]; void main () { vec3 viewDir; vec3 tmpvar_1; vec3 tmpvar_2; vec3 tmpvar_3; float tmpvar_4; tmpvar_4 = (1.0 - abs (TANGENT.w)); vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = gl_Normal; vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 0.0); tmpvar_6.xy = gl_Normal.xy; vec4 tmpvar_7; tmpvar_7 = (gl_Vertex + ((tmpvar_6 * gl_ModelViewMatrixInverseTranspose) * tmpvar_4)); vec3 tmpvar_8; tmpvar_8 = mix (gl_Normal, normalize ((tmpvar_5 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_4)); vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = _WorldSpaceCameraPos; viewDir = normalize ((((_World2Object * tmpvar_9).xyz * unity_Scale.w) - tmpvar_7.xyz)); vec3 tmpvar_10; tmpvar_10 = _TerrainTreeLightDirections[0]; float tmpvar_11; tmpvar_11 = dot (tmpvar_8, tmpvar_10); tmpvar_1.x = (mix (clamp (-(tmpvar_11), 0.0, 1.0), clamp (dot (viewDir, -(tmpvar_10)), 0.0, 1.0), _TranslucencyViewDependency) * 2.0); tmpvar_2.x = max (0.0, ((tmpvar_11 * 0.6) + 0.4)); tmpvar_3.x = max (0.0, dot (tmpvar_8, normalize ((tmpvar_10 + viewDir)))); vec3 tmpvar_12; tmpvar_12 = _TerrainTreeLightDirections[1]; float tmpvar_13; tmpvar_13 = dot (tmpvar_8, tmpvar_12); tmpvar_1.y = (mix (clamp (-(tmpvar_13), 0.0, 1.0), clamp (dot (viewDir, -(tmpvar_12)), 0.0, 1.0), _TranslucencyViewDependency) * 2.0); tmpvar_2.y = max (0.0, ((tmpvar_13 * 0.6) + 0.4)); tmpvar_3.y = max (0.0, dot (tmpvar_8, normalize ((tmpvar_12 + viewDir)))); vec3 tmpvar_14; tmpvar_14 = _TerrainTreeLightDirections[2]; float tmpvar_15; tmpvar_15 = dot (tmpvar_8, tmpvar_14); tmpvar_1.z = (mix (clamp (-(tmpvar_15), 0.0, 1.0), clamp (dot (viewDir, -(tmpvar_14)), 0.0, 1.0), _TranslucencyViewDependency) * 2.0); tmpvar_2.z = max (0.0, ((tmpvar_15 * 0.6) + 0.4)); tmpvar_3.z = max (0.0, dot (tmpvar_8, normalize ((tmpvar_14 + viewDir)))); gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_7); vec4 tmpvar_16; tmpvar_16.zw = vec2(0.0, 0.0); tmpvar_16.xy = gl_MultiTexCoord0.xy; gl_TexCoord[0] = tmpvar_16; vec4 tmpvar_17; tmpvar_17.w = 0.0; tmpvar_17.xyz = gl_Color.www; gl_TexCoord[1] = tmpvar_17; vec4 tmpvar_18; tmpvar_18.w = 0.0; tmpvar_18.xyz = tmpvar_1; gl_TexCoord[2] = tmpvar_18; vec4 tmpvar_19; tmpvar_19.w = 0.0; tmpvar_19.xyz = tmpvar_2; gl_TexCoord[3] = tmpvar_19; vec4 tmpvar_20; tmpvar_20.w = 0.0; tmpvar_20.xyz = tmpvar_3; gl_TexCoord[4] = tmpvar_20; }