varying highp vec3 xlv_nl; varying highp vec2 xlv_uv; uniform highp vec4 _TerrainTreeLightColors[4]; uniform sampler2D _MainTex; void main () { lowp vec4 tmpvar_1; highp vec3 tmpvar_2; tmpvar_2 = xlv_nl; int j_3; int loopCount_4; mediump vec3 light_5; lowp vec4 col_6; lowp vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, xlv_uv); col_6 = tmpvar_7; light_5 = vec3(0.0, 0.0, 0.0); loopCount_4 = int((tmpvar_7.w * 10.0)); j_3 = 0; while (true) { if ((j_3 >= loopCount_4)) { break; }; highp vec3 tmpvar_8; tmpvar_8 = (light_5 + ((col_6.xyz * tmpvar_2[j_3]) * _TerrainTreeLightColors[j_3].xyz)); light_5 = tmpvar_8; j_3 = (j_3 + 1); }; mediump vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = light_5; tmpvar_1 = tmpvar_9; gl_FragData[0] = tmpvar_1; }