#version 300 es
out mediump vec4 _fragData;
uniform lowp vec4 UNITY_LIGHTMODEL_AMBIENT;
uniform sampler2D _BumpSpecMap;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
uniform highp vec4 _TerrainTreeLightColors[4];
uniform lowp vec3 _TranslucencyColor;
uniform sampler2D _TranslucencyMap;
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
in highp vec3 xlv_TEXCOORD4;
void main ()
{
  lowp vec4 c_1;
  mediump float nh_2;
  mediump float nl_3;
  mediump vec3 lightColor_4;
  mediump vec3 backContribs_5;
  mediump vec3 light_6;
  mediump float gloss_7;
  mediump float specular_8;
  lowp vec3 albedo_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture (_MainTex, xlv_TEXCOORD0);
  lowp float x_11;
  x_11 = (tmpvar_10.w - _Cutoff);
  if ((x_11 < 0.0)) {
    discard;
  };
  albedo_9 = (tmpvar_10.xyz * xlv_TEXCOORD1);
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture (_BumpSpecMap, xlv_TEXCOORD0);
  specular_8 = (tmpvar_12.x * 128.0);
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture (_TranslucencyMap, xlv_TEXCOORD0);
  gloss_7 = tmpvar_13.w;
  light_6 = (UNITY_LIGHTMODEL_AMBIENT.xyz * albedo_9);
  backContribs_5 = (xlv_TEXCOORD2 * tmpvar_13.z);
  lightColor_4 = _TerrainTreeLightColors[0].xyz;
  nl_3 = xlv_TEXCOORD3.x;
  nh_2 = xlv_TEXCOORD4.x;
  light_6 = (light_6 + ((
    (albedo_9 * ((backContribs_5.x * _TranslucencyColor) + nl_3))
   + 
    (_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
  ) * lightColor_4));
  lightColor_4 = _TerrainTreeLightColors[1].xyz;
  nl_3 = xlv_TEXCOORD3.y;
  nh_2 = xlv_TEXCOORD4.y;
  light_6 = (light_6 + ((
    (albedo_9 * ((backContribs_5.y * _TranslucencyColor) + nl_3))
   + 
    (_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
  ) * lightColor_4));
  lightColor_4 = _TerrainTreeLightColors[2].xyz;
  nl_3 = xlv_TEXCOORD3.z;
  nh_2 = xlv_TEXCOORD4.z;
  light_6 = (light_6 + ((
    (albedo_9 * ((backContribs_5.z * _TranslucencyColor) + nl_3))
   + 
    (_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
  ) * lightColor_4));
  c_1.xyz = (light_6 * 2.0);
  c_1.w = 1.0;
  _fragData = c_1;
}


// stats: 35 alu 4 tex 1 flow
// inputs: 5
//  #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
//  #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
//  #2: xlv_TEXCOORD2 (high float) 3x1 [-1]
//  #3: xlv_TEXCOORD3 (high float) 3x1 [-1]
//  #4: xlv_TEXCOORD4 (high float) 3x1 [-1]
// uniforms: 5 (total size: 0)
//  #0: UNITY_LIGHTMODEL_AMBIENT (low float) 4x1 [-1]
//  #1: _Cutoff (low float) 1x1 [-1]
//  #2: _SpecColor (low float) 4x1 [-1]
//  #3: _TerrainTreeLightColors (high float) 4x1 [4]
//  #4: _TranslucencyColor (low float) 3x1 [-1]
// textures: 3
//  #0: _BumpSpecMap (low 2d) 0x0 [-1]
//  #1: _MainTex (low 2d) 0x0 [-1]
//  #2: _TranslucencyMap (low 2d) 0x0 [-1]
