uniform mat4 _LightMatrix0;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
void main ()
{
  vec4 pos_1;
  pos_1.w = gl_Vertex.w;
  pos_1.xyz = (gl_Vertex.xyz * _Scale.xyz);
  vec4 tmpvar_2;
  tmpvar_2.w = 0.0;
  tmpvar_2.xyz = pos_1.xyz;
  pos_1.xyz = mix (pos_1.xyz, (_TerrainEngineBendTree * tmpvar_2).xyz, gl_Color.www);
  vec3 tmpvar_3;
  tmpvar_3.xz = vec2(0.0, 0.0);
  tmpvar_3.y = _SquashPlaneNormal.w;
  vec4 tmpvar_4;
  tmpvar_4.w = 1.0;
  tmpvar_4.xyz = mix ((pos_1.xyz + (
    dot (_SquashPlaneNormal.xyz, (tmpvar_3 - pos_1.xyz))
   * _SquashPlaneNormal.xyz)), pos_1.xyz, vec3(_SquashAmount));
  pos_1 = tmpvar_4;
  vec4 pos_5;
  pos_5 = (gl_ModelViewProjectionMatrix * tmpvar_4);
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  gl_Position = pos_5;
  vec4 tmpvar_7;
  tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_7.x = pos_5.z;
  xlv_FOG = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8.zw = vec2(0.0, 0.0);
  tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9.w = 0.0;
  tmpvar_9.xyz = (tmpvar_6 * (gl_Normal * unity_Scale.w));
  gl_TexCoord[1] = tmpvar_9;
  vec4 tmpvar_10;
  tmpvar_10.w = 0.0;
  tmpvar_10.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * tmpvar_4).xyz);
  gl_TexCoord[2] = tmpvar_10;
  gl_TexCoord[3] = (_LightMatrix0 * (_Object2World * tmpvar_4));
}


// stats: 24 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: 10 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _LightMatrix0 (high float) 4x4 [-1]
//  #2: _MainTex_ST (high float) 4x1 [-1]
//  #3: _Object2World (high float) 4x4 [-1]
//  #4: _Scale (high float) 4x1 [-1]
//  #5: _SquashAmount (high float) 1x1 [-1]
//  #6: _SquashPlaneNormal (high float) 4x1 [-1]
//  #7: _TerrainEngineBendTree (high float) 4x4 [-1]
//  #8: _WorldSpaceLightPos0 (high float) 4x1 [-1]
//  #9: unity_Scale (high float) 4x1 [-1]