uniform vec4 _LightPositionRange;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
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;
  gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_4);
  vec4 tmpvar_5;
  tmpvar_5.w = 0.0;
  tmpvar_5.xyz = ((_Object2World * tmpvar_4).xyz - _LightPositionRange.xyz);
  gl_TexCoord[0] = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.zw = vec2(0.0, 0.0);
  tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[1] = tmpvar_6;
}


// stats: 18 alu 0 tex 0 flow
// inputs: 3
//  #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #1: gl_Color (high float) 4x1 [-1] loc 3
//  #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 8 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _LightPositionRange (high float) 4x1 [-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]
