uniform vec4 _TerrainTreeLightColors[4]; uniform vec3 _TerrainTreeLightDirections[4]; void main () { vec3 lightColor_1; lightColor_1 = gl_LightModel.ambient.xyz; lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[0] * max (0.0, dot (_TerrainTreeLightDirections[0], gl_Normal) )).xyz); lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[1] * max (0.0, dot (_TerrainTreeLightDirections[1], gl_Normal) )).xyz); lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[2] * max (0.0, dot (_TerrainTreeLightDirections[2], gl_Normal) )).xyz); lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[3] * max (0.0, dot (_TerrainTreeLightDirections[3], gl_Normal) )).xyz); gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = gl_MultiTexCoord0.xy; gl_TexCoord[0] = tmpvar_2; vec4 tmpvar_3; tmpvar_3.w = 0.0; tmpvar_3.xyz = (lightColor_1 * gl_Color.w); gl_TexCoord[1] = tmpvar_3; } // stats: 20 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: 4 (total size: 0) // #0: gl_LightModel (high other) 0x0 [-1] // #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #2: _TerrainTreeLightColors (high float) 4x1 [4] // #3: _TerrainTreeLightDirections (high float) 3x1 [4]