struct v2f {
  vec4 pos;
  vec2 uv;
  vec3 color;
  vec3 backContrib;
  vec3 nl;
  vec3 nh;
};
uniform sampler2D _TranslucencyMap;
uniform vec3 _TranslucencyColor;
uniform vec4 _TerrainTreeLightColors[4];
uniform vec4 _SpecColor;
uniform sampler2D _MainTex;
uniform float _Cutoff;
uniform sampler2D _BumpSpecMap;
void xll_clip (
  in float x_1
)
{
  if ((x_1 < 0.0)) {
    discard;
  };
}

vec4 frag (
  in v2f i_2
)
{
  vec4 c_3;
  float spec_4;
  float nh_5;
  float nl_6;
  vec3 translucencyColor_7;
  vec3 lightColor_8;
  int j_9;
  vec3 backContribs_10;
  vec3 light_11;
  float gloss_12;
  vec4 trngls_13;
  float specular_14;
  vec3 albedo_15;
  vec4 col_16;
  int tmpvar_17;
  tmpvar_17 = 0;
  j_9 = tmpvar_17;
  vec4 tmpvar_18;
  tmpvar_18 = texture2D (_MainTex, i_2.uv);
  vec4 tmpvar_19;
  tmpvar_19 = tmpvar_18;
  col_16 = tmpvar_19;
  xll_clip ((col_16.w - _Cutoff));
  vec3 tmpvar_20;
  tmpvar_20 = (col_16.xyz * i_2.color);
  albedo_15 = tmpvar_20;
  vec4 tmpvar_21;
  tmpvar_21 = texture2D (_BumpSpecMap, i_2.uv);
  float tmpvar_22;
  tmpvar_22 = (tmpvar_21.x * 128.0);
  specular_14 = tmpvar_22;
  vec4 tmpvar_23;
  tmpvar_23 = texture2D (_TranslucencyMap, i_2.uv);
  vec4 tmpvar_24;
  tmpvar_24 = tmpvar_23;
  trngls_13 = tmpvar_24;
  float tmpvar_25;
  tmpvar_25 = trngls_13.w;
  gloss_12 = tmpvar_25;
  vec3 tmpvar_26;
  tmpvar_26 = gl_LightModel.ambient.xyz;
  vec3 tmpvar_27;
  tmpvar_27 = (tmpvar_26 * albedo_15);
  light_11 = tmpvar_27;
  vec3 tmpvar_28;
  tmpvar_28 = (i_2.backContrib * trngls_13.z);
  backContribs_10 = tmpvar_28;
  while (true) {
    if (!((j_9 < 3))) {
      break;
    };
    vec3 tmpvar_29;
    tmpvar_29 = _TerrainTreeLightColors[j_9].xyz;
    lightColor_8 = tmpvar_29;
    vec3 tmpvar_30;
    tmpvar_30 = (backContribs_10[j_9] * _TranslucencyColor);
    translucencyColor_7 = tmpvar_30;
    float tmpvar_31;
    tmpvar_31 = i_2.nl[j_9];
    nl_6 = tmpvar_31;
    float tmpvar_32;
    tmpvar_32 = i_2.nh[j_9];
    nh_5 = tmpvar_32;
    float tmpvar_33;
    tmpvar_33 = pow (nh_5, specular_14);
    float tmpvar_34;
    tmpvar_34 = (tmpvar_33 * gloss_12);
    spec_4 = tmpvar_34;
    vec3 tmpvar_35;
    tmpvar_35 = (light_11 + (((albedo_15 * (translucencyColor_7 + nl_6)) + (_SpecColor.xyz * spec_4)) * lightColor_8));
    light_11 = tmpvar_35;
    int _post_incdec_tmp_36;
    _post_incdec_tmp_36 = j_9;
    int tmpvar_37;
    tmpvar_37 = (j_9 + 1);
    j_9 = tmpvar_37;
  };
  vec3 tmpvar_38;
  tmpvar_38 = (light_11 * 2.0);
  c_3.xyz = tmpvar_38.xyz.xyz;
  float tmpvar_39;
  tmpvar_39 = 1.0;
  c_3.w = vec4(tmpvar_39).w;
  return c_3;
}

void main ()
{
  v2f xlt_i_40;
  vec4 xl_retval_41;
  vec4 tmpvar_42;
  tmpvar_42 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_i_40.pos = tmpvar_42;
  vec2 tmpvar_43;
  tmpvar_43 = gl_TexCoord[0].xy;
  vec2 tmpvar_44;
  tmpvar_44 = tmpvar_43;
  xlt_i_40.uv = tmpvar_44;
  vec3 tmpvar_45;
  tmpvar_45 = gl_TexCoord[1].xyz;
  vec3 tmpvar_46;
  tmpvar_46 = tmpvar_45;
  xlt_i_40.color = tmpvar_46;
  vec3 tmpvar_47;
  tmpvar_47 = gl_TexCoord[2].xyz;
  vec3 tmpvar_48;
  tmpvar_48 = tmpvar_47;
  xlt_i_40.backContrib = tmpvar_48;
  vec3 tmpvar_49;
  tmpvar_49 = gl_TexCoord[3].xyz;
  vec3 tmpvar_50;
  tmpvar_50 = tmpvar_49;
  xlt_i_40.nl = tmpvar_50;
  vec3 tmpvar_51;
  tmpvar_51 = gl_TexCoord[4].xyz;
  vec3 tmpvar_52;
  tmpvar_52 = tmpvar_51;
  xlt_i_40.nh = tmpvar_52;
  vec4 tmpvar_53;
  tmpvar_53 = frag (xlt_i_40);
  vec4 tmpvar_54;
  tmpvar_54 = tmpvar_53;
  xl_retval_41 = tmpvar_54;
  vec4 tmpvar_55;
  tmpvar_55 = xl_retval_41.xyzw;
  vec4 tmpvar_56;
  tmpvar_56 = tmpvar_55;
  gl_FragData[0] = tmpvar_56;
}

