uniform sampler2D _MainTex; uniform highp vec4 _TerrainTreeLightColors[4]; varying highp vec2 xlv_uv; varying highp vec3 xlv_nl; void main () { lowp vec4 tmpvar_1; highp vec3 tmpvar_2; tmpvar_2 = xlv_nl; lowp int loopCount_4; mediump vec3 light_5; lowp vec4 col_6; lowp vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, xlv_uv); col_6 = tmpvar_7; light_5 = vec3(0.0, 0.0, 0.0); loopCount_4 = int((tmpvar_7.w * 10.0)); for (highp int j_3 = 0; j_3 < loopCount_4; j_3++) { light_5 = (light_5 + ((col_6.xyz * tmpvar_2[j_3] ) * _TerrainTreeLightColors[j_3].xyz)); }; mediump vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = light_5; tmpvar_1 = tmpvar_8; gl_FragData[0] = tmpvar_1; } // stats: 11 alu 1 tex 2 flow // inputs: 2 // #0: xlv_uv (high float) 2x1 [-1] // #1: xlv_nl (high float) 3x1 [-1] // uniforms: 1 (total size: 0) // #0: _TerrainTreeLightColors (high float) 4x1 [4] // textures: 1 // #0: _MainTex (low 2d) 0x0 [-1]