mat3 xll_constructMat3( mat4 m) {
  return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 pos;
    vec2 uv;
    vec4 nz;
};
struct appdata {
    vec4 vertex;
    vec3 normal;
    vec4 color;
    vec4 texcoord;
};
uniform vec4 _ProjectionParams;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;



vec4 Squash( in vec4 pos );
void TerrainAnimateTree( inout vec4 pos, in float alpha );
v2f vert( in appdata v );
vec4 Squash( in vec4 pos ) {
    vec3 projectedVertex;
    vec3 planePoint;
    vec3 planeNormal;
    projectedVertex = pos.xyz ;
    planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
    planeNormal = _SquashPlaneNormal.xyz ;
    projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
    pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
    return pos;
}
void TerrainAnimateTree( inout vec4 pos, in float alpha ) {
    vec3 bent;
    pos.xyz  *= _Scale.xyz ;
    bent = ( _TerrainEngineBendTree * vec4( pos.xyz , 0.000000) ).xyz ;
    pos.xyz  = mix( pos.xyz , bent, vec3( alpha));
    pos = Squash( pos);
}
v2f vert( in appdata v ) {
    v2f o;
    TerrainAnimateTree( v.vertex, v.color.w );
    o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
    o.uv = v.texcoord.xy ;
    o.nz.xyz  = ( xll_constructMat3( gl_ModelViewMatrixInverseTranspose) * v.normal );
    o.nz.w  = ( -(( gl_ModelViewMatrix * v.vertex ).z  * _ProjectionParams.w ) );
    return o;
}
void main() {
    v2f xl_retval;
    appdata xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.normal = vec3( gl_Normal);
    xlt_v.color = vec4( gl_Color);
    xlt_v.texcoord = vec4( gl_MultiTexCoord0);
    xl_retval = vert( xlt_v);
    gl_Position = vec4( xl_retval.pos);
    gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
    gl_TexCoord[1] = vec4( xl_retval.nz);
}
