uniform mat4 _TerrainEngineBendTree; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; uniform vec4 _Scale; uniform mat4 _Object2World; uniform vec4 _MainTex_ST; uniform vec4 _LightPositionRange; void main () { vec4 pos; pos = gl_Vertex; pos.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 tmpvar_1; tmpvar_1.w = 0.0; tmpvar_1.xyz = pos.xyz; pos.xyz = mix (pos.xyz, (_TerrainEngineBendTree * tmpvar_1).xyz, gl_Color.www); vec3 tmpvar_2; tmpvar_2.xz = vec2(0.0, 0.0); tmpvar_2.y = _SquashPlaneNormal.w; vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = mix ((pos.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_2 - pos.xyz)) * _SquashPlaneNormal.xyz)), pos.xyz, vec3(_SquashAmount)); pos = tmpvar_3; gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_3); vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = ((_Object2World * tmpvar_3).xyz - _LightPositionRange.xyz); gl_TexCoord[0] = tmpvar_4; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[1] = tmpvar_5; }