#version 300 es out lowp vec4 _fragData; struct v2f { highp vec2 uv; mediump vec3 nl; }; uniform sampler2D _MainTex; uniform mediump vec4 _TerrainTreeLightColors[4]; lowp vec4 xlat_main (in v2f i) { lowp vec4 col = texture( _MainTex, i.uv); if (col.w < 0.5) discard; mediump vec3 light = vec3(0.0); for (int j = 0; j < 3; ++j) { light += col.xyz * i.nl[j] * _TerrainTreeLightColors[j].xyz; } return vec4(light, 1.0); } in highp vec2 xlv_uv; in mediump vec3 xlv_nl; void main() { v2f i; i.uv = xlv_uv; i.nl = xlv_nl; _fragData = xlat_main(i); }