struct v2f {
    highp vec2 uv;
    highp vec3 nl;
};
uniform sampler2D _MainTex;
uniform highp vec4 _TerrainTreeLightColors[4];
lowp vec4 xlat_main (in v2f i) {
    lowp vec4 col = texture2D( _MainTex, i.uv);
    mediump vec3 light = vec3(0.0);
    if(col.x >= 0.0) {
        for (float j = 0.0; (j < i.uv.x); (j++)) {
            light += col.xyz;
        }
    }
    if(col.x >= 1.0) {
         float j = i.uv.y;
         j *= sin(j);
         light += col.xyz*j;
    }
    return vec4(light, 1.0);
}
varying highp vec2 xlv_uv;
varying highp vec3 xlv_nl;
void main() {
    v2f i;
    i.uv = xlv_uv;
    i.nl = xlv_nl;
    gl_FragData[0] = xlat_main(i);
}
