#version 300 es out lowp vec4 _fragData; uniform sampler2D _MainTex; uniform mediump vec4 _TerrainTreeLightColors[4]; in highp vec2 xlv_uv; in mediump vec3 xlv_nl; void main () { lowp vec4 tmpvar_1; mediump vec3 light_2; lowp vec4 tmpvar_3; tmpvar_3 = texture (_MainTex, xlv_uv); if ((tmpvar_3.w < 0.5)) { discard; }; light_2 = ((tmpvar_3.xyz * xlv_nl.x) * _TerrainTreeLightColors[0].xyz); light_2 = (light_2 + ((tmpvar_3.xyz * xlv_nl.y) * _TerrainTreeLightColors[1].xyz)); light_2 = (light_2 + ((tmpvar_3.xyz * xlv_nl.z) * _TerrainTreeLightColors[2].xyz)); mediump vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = light_2; tmpvar_1 = tmpvar_4; _fragData = tmpvar_1; } // stats: 10 alu 2 tex 1 flow // inputs: 2 // #0: xlv_uv (high float) 2x1 [-1] // #1: xlv_nl (medium float) 3x1 [-1] // uniforms: 1 (total size: 0) // #0: _TerrainTreeLightColors (medium float) 4x1 [4] // textures: 1 // #0: _MainTex (low 2d) 0x0 [-1]