uniform float _AO; uniform vec4 _Color; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform mat4 _TerrainEngineBendTree; uniform vec4 _TerrainTreeLightColors[4]; uniform vec3 _TerrainTreeLightDirections[4]; varying vec4 xlv_FOG; void main () { vec4 lightColor_1; vec4 lightDir_2; vec4 tmpvar_3; vec4 tmpvar_4; vec4 pos_5; pos_5.w = gl_Vertex.w; pos_5.xyz = (gl_Vertex.xyz * _Scale.xyz); vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = pos_5.xyz; pos_5.xyz = mix (pos_5.xyz, (_TerrainEngineBendTree * tmpvar_6).xyz, gl_Color.www); vec3 tmpvar_7; tmpvar_7.xz = vec2(0.0, 0.0); tmpvar_7.y = _SquashPlaneNormal.w; vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = mix ((pos_5.xyz + ( dot (_SquashPlaneNormal.xyz, (tmpvar_7 - pos_5.xyz)) * _SquashPlaneNormal.xyz)), pos_5.xyz, vec3(_SquashAmount)); pos_5 = tmpvar_8; tmpvar_3 = (gl_ModelViewProjectionMatrix * tmpvar_8); lightDir_2.w = _AO; lightColor_1 = gl_LightModel.ambient; lightDir_2.xyz = _TerrainTreeLightDirections[0]; lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[0] * max (0.0, dot (lightDir_2.xyz, gl_Normal) ))); lightDir_2.xyz = _TerrainTreeLightDirections[1]; lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[1] * max (0.0, dot (lightDir_2.xyz, gl_Normal) ))); lightDir_2.xyz = _TerrainTreeLightDirections[2]; lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[2] * max (0.0, dot (lightDir_2.xyz, gl_Normal) ))); lightDir_2.xyz = _TerrainTreeLightDirections[3]; lightColor_1.xyz = (lightColor_1 + (_TerrainTreeLightColors[3] * max (0.0, dot (lightDir_2.xyz, gl_Normal) ))).xyz; lightColor_1.w = 1.0; tmpvar_4.xyz = (lightColor_1 * _Color).xyz; tmpvar_4.w = 1.0; gl_Position = tmpvar_3; vec4 tmpvar_9; tmpvar_9.yzw = vec3(0.0, 0.0, 0.0); tmpvar_9.x = tmpvar_3.z; xlv_FOG = tmpvar_9; gl_TexCoord[0] = gl_MultiTexCoord0; gl_FrontColor = tmpvar_4; } // stats: 32 alu 0 tex 0 flow // inputs: 4 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Color (high float) 4x1 [-1] loc 3 // #2: gl_Normal (high float) 3x1 [-1] loc 2 // #3: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 10 (total size: 0) // #0: gl_LightModel (high other) 0x0 [-1] // #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #2: _AO (high float) 1x1 [-1] // #3: _Color (high float) 4x1 [-1] // #4: _Scale (high float) 4x1 [-1] // #5: _SquashAmount (high float) 1x1 [-1] // #6: _SquashPlaneNormal (high float) 4x1 [-1] // #7: _TerrainEngineBendTree (high float) 4x4 [-1] // #8: _TerrainTreeLightColors (high float) 4x1 [4] // #9: _TerrainTreeLightDirections (high float) 3x1 [4]