uniform sampler2D _MainTex;
uniform highp vec4 _TerrainTreeLightColors[4];
varying highp vec2 xlv_uv;
varying highp vec3 xlv_nl;
void main ()
{
  lowp vec4 tmpvar_1;
  highp vec3 tmpvar_2;
  tmpvar_2 = xlv_nl;
  lowp int loopCount_4;
  mediump vec3 light_5;
  lowp vec4 col_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, xlv_uv);
  col_6 = tmpvar_7;
  light_5 = vec3(0.0, 0.0, 0.0);
  loopCount_4 = int((tmpvar_7.w * 10.0));
  for (highp int j_3 = 0; j_3 < loopCount_4; j_3++) {
    light_5 = (light_5 + ((col_6.xyz * 
      tmpvar_2[j_3]
    ) * _TerrainTreeLightColors[j_3].xyz));
  };
  mediump vec4 tmpvar_8;
  tmpvar_8.w = 1.0;
  tmpvar_8.xyz = light_5;
  tmpvar_1 = tmpvar_8;
  gl_FragData[0] = tmpvar_1;
}


// stats: 11 alu 1 tex 2 flow
// inputs: 2
//  #0: xlv_uv (high float) 2x1 [-1]
//  #1: xlv_nl (high float) 3x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: _TerrainTreeLightColors (high float) 4x1 [4]
// textures: 1
//  #0: _MainTex (low 2d) 0x0 [-1]
