uniform sampler2D _BumpSpecMap;
uniform float _Cutoff;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform vec4 _TerrainTreeLightColors[4];
uniform vec3 _TranslucencyColor;
uniform sampler2D _TranslucencyMap;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec3 tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_2 = gl_TexCoord[3].xyz;
  tmpvar_3 = gl_TexCoord[4].xyz;
  vec4 c_4;
  vec3 backContribs_5;
  vec3 light_6;
  float specular_7;
  vec3 albedo_8;
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, tmpvar_1);
  float x_10;
  x_10 = (tmpvar_9.w - _Cutoff);
  if ((x_10 < 0.0)) {
    discard;
  };
  albedo_8 = (tmpvar_9.xyz * gl_TexCoord[1].xyz);
  specular_7 = (texture2D (_BumpSpecMap, tmpvar_1).x * 128.0);
  vec4 tmpvar_11;
  tmpvar_11 = texture2D (_TranslucencyMap, tmpvar_1);
  light_6 = (gl_LightModel.ambient.xyz * albedo_8);
  backContribs_5 = (gl_TexCoord[2].xyz * tmpvar_11.z);
  light_6 = (light_6 + ((
    (albedo_8 * ((backContribs_5.x * _TranslucencyColor) + tmpvar_2.x))
   + 
    (_SpecColor.xyz * (pow (tmpvar_3.x, specular_7) * tmpvar_11.w))
  ) * _TerrainTreeLightColors[0].xyz));
  light_6 = (light_6 + ((
    (albedo_8 * ((backContribs_5.y * _TranslucencyColor) + tmpvar_2.y))
   + 
    (_SpecColor.xyz * (pow (tmpvar_3.y, specular_7) * tmpvar_11.w))
  ) * _TerrainTreeLightColors[1].xyz));
  light_6 = (light_6 + ((
    (albedo_8 * ((backContribs_5.z * _TranslucencyColor) + tmpvar_2.z))
   + 
    (_SpecColor.xyz * (pow (tmpvar_3.z, specular_7) * tmpvar_11.w))
  ) * _TerrainTreeLightColors[2].xyz));
  c_4.xyz = (light_6 * 2.0);
  c_4.w = 1.0;
  gl_FragData[0] = c_4;
}


// stats: 35 alu 4 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 5 (total size: 0)
//  #0: gl_LightModel (high other) 0x0 [-1]
//  #1: _Cutoff (high float) 1x1 [-1]
//  #2: _SpecColor (high float) 4x1 [-1]
//  #3: _TerrainTreeLightColors (high float) 4x1 [4]
//  #4: _TranslucencyColor (high float) 3x1 [-1]
// textures: 3
//  #0: _BumpSpecMap (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
//  #2: _TranslucencyMap (high 2d) 0x0 [-1]
