varying highp vec3 xlv_nl;
varying highp vec2 xlv_uv;
uniform highp vec4 _TerrainTreeLightColors[4];
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec3 light_2;
  lowp vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, xlv_uv);
  if ((tmpvar_3.w < 0.5)) {
    discard;
  };
  highp vec3 tmpvar_4;
  tmpvar_4 = ((tmpvar_3.xyz * xlv_nl.x) * _TerrainTreeLightColors[0].xyz);
  light_2 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = (light_2 + ((tmpvar_3.xyz * xlv_nl.y) * _TerrainTreeLightColors[1].xyz));
  light_2 = tmpvar_5;
  highp vec3 tmpvar_6;
  tmpvar_6 = (light_2 + ((tmpvar_3.xyz * xlv_nl.z) * _TerrainTreeLightColors[2].xyz));
  light_2 = tmpvar_6;
  mediump vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = light_2;
  tmpvar_1 = tmpvar_7;
  gl_FragData[0] = tmpvar_1;
}

