uniform vec3 _TerrainTreeLightDirections[4]; uniform float _TranslucencyViewDependency; void main () { vec3 tmpvar_1; vec3 tmpvar_2; vec3 tmpvar_3; tmpvar_3 = _TerrainTreeLightDirections[0]; float tmpvar_4; tmpvar_4 = dot (gl_Normal, tmpvar_3); vec3 tmpvar_5; tmpvar_5.yz = tmpvar_1.yz; tmpvar_5.x = mix (-(tmpvar_4), dot (gl_Vertex.xyz, -(tmpvar_3)), _TranslucencyViewDependency); vec3 tmpvar_6; tmpvar_6.yz = tmpvar_2.yz; tmpvar_6.x = max (0.0, ((tmpvar_4 * 0.6) + 0.4)); vec3 tmpvar_7; tmpvar_7 = _TerrainTreeLightDirections[1]; float tmpvar_8; tmpvar_8 = dot (gl_Normal, tmpvar_7); vec3 tmpvar_9; tmpvar_9.xz = tmpvar_5.xz; tmpvar_9.y = mix (-(tmpvar_8), dot (gl_Vertex.xyz, -(tmpvar_7)), _TranslucencyViewDependency); vec3 tmpvar_10; tmpvar_10.xz = tmpvar_6.xz; tmpvar_10.y = max (0.0, ((tmpvar_8 * 0.6) + 0.4)); vec3 tmpvar_11; tmpvar_11 = _TerrainTreeLightDirections[2]; float tmpvar_12; tmpvar_12 = dot (gl_Normal, tmpvar_11); vec3 tmpvar_13; tmpvar_13.xy = tmpvar_9.xy; tmpvar_13.z = mix (-(tmpvar_12), dot (gl_Vertex.xyz, -(tmpvar_11)), _TranslucencyViewDependency); tmpvar_1 = tmpvar_13; vec3 tmpvar_14; tmpvar_14.xy = tmpvar_10.xy; tmpvar_14.z = max (0.0, ((tmpvar_12 * 0.6) + 0.4)); tmpvar_2 = tmpvar_14; gl_Position = gl_Vertex; vec4 tmpvar_15; tmpvar_15.w = 0.0; tmpvar_15.xyz = tmpvar_13; gl_TexCoord[2] = tmpvar_15; vec4 tmpvar_16; tmpvar_16.w = 0.0; tmpvar_16.xyz = tmpvar_14; gl_TexCoord[3] = tmpvar_16; } // stats: 26 alu 0 tex 0 flow // inputs: 2 // #0: gl_Normal (high float) 3x1 [-1] loc 2 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 2 (total size: 0) // #0: _TerrainTreeLightDirections (high float) 3x1 [4] // #1: _TranslucencyViewDependency (high float) 1x1 [-1]