struct v2f {
    highp vec2 uv;
    highp vec3 nl;
};
uniform sampler2D _MainTex;
uniform highp vec4 _TerrainTreeLightColors[4];
lowp vec4 xlat_main (in v2f i) {
    highp int j = 0; // loop init before discard
    lowp vec4 col = texture2D( _MainTex, i.uv);
    if (col.w < 0.5)
        discard;
    mediump vec3 light = vec3(0.0);
    for ( ; (j < 3); (j++)) { // loop body after discard
        light += col.xyz * i.nl[j] * _TerrainTreeLightColors[j].xyz;
    }
    return vec4(light, 1.0);
}
varying highp vec2 xlv_uv;
varying highp vec3 xlv_nl;
void main() {
    v2f i;
    i.uv = xlv_uv;
    i.nl = xlv_nl;
    gl_FragData[0] = xlat_main(i);
}
