uniform mat4 _TerrainEngineBendTree;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _LightPositionRange;
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;
}

