uniform mat4 _World2Shadow3; uniform mat4 _World2Shadow2; uniform mat4 _World2Shadow1; uniform mat4 _World2Shadow; uniform mat4 _TerrainEngineBendTree; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform mat4 _Object2World; uniform vec4 _LightShadowData; void main () { vec2 tmpvar_1; vec4 pos; pos = gl_Vertex; pos.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 tmpvar_2; tmpvar_2.w = 0.0; tmpvar_2.xyz = pos.xyz; pos.xyz = mix (pos.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.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_3 - pos.xyz)) * _SquashPlaneNormal.xyz)), pos.xyz, vec3(_SquashAmount)); pos = tmpvar_4; float tmpvar_5; tmpvar_5 = -((gl_ModelViewMatrix * tmpvar_4).z); tmpvar_1.x = tmpvar_5; tmpvar_1.y = ((tmpvar_5 * _LightShadowData.z) + _LightShadowData.w); vec4 tmpvar_6; tmpvar_6 = (_Object2World * tmpvar_4); gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_4); vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = (_World2Shadow * tmpvar_6).xyz; gl_TexCoord[0] = tmpvar_7; vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = (_World2Shadow1 * tmpvar_6).xyz; gl_TexCoord[1] = tmpvar_8; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = (_World2Shadow2 * tmpvar_6).xyz; gl_TexCoord[2] = tmpvar_9; vec4 tmpvar_10; tmpvar_10.w = 0.0; tmpvar_10.xyz = (_World2Shadow3 * tmpvar_6).xyz; gl_TexCoord[3] = tmpvar_10; vec4 tmpvar_11; tmpvar_11.zw = vec2(0.0, 0.0); tmpvar_11.xy = tmpvar_1; gl_TexCoord[4] = tmpvar_11; }