attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform float _TranslucencyViewDependency;
uniform vec3 _TerrainTreeLightDirections[4];
void main ()
{
  vec3 viewDir;
  vec3 tmpvar_1;
  vec3 tmpvar_2;
  vec3 tmpvar_3;
  float tmpvar_4;
  tmpvar_4 = (1.0 - abs (TANGENT.w));
  vec4 tmpvar_5;
  tmpvar_5.w = 0.0;
  tmpvar_5.xyz = gl_Normal;
  vec4 tmpvar_6;
  tmpvar_6.zw = vec2(0.0, 0.0);
  tmpvar_6.xy = gl_Normal.xy;
  vec4 tmpvar_7;
  tmpvar_7 = (gl_Vertex + ((tmpvar_6 * gl_ModelViewMatrixInverseTranspose) * tmpvar_4));
  vec3 tmpvar_8;
  tmpvar_8 = mix (gl_Normal, normalize ((tmpvar_5 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_4));
  vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = _WorldSpaceCameraPos;
  viewDir = normalize ((((_World2Object * tmpvar_9).xyz * unity_Scale.w) - tmpvar_7.xyz));
  vec3 tmpvar_10;
  tmpvar_10 = _TerrainTreeLightDirections[0];
  float tmpvar_11;
  tmpvar_11 = dot (tmpvar_8, tmpvar_10);
  tmpvar_1.x = (mix (clamp (-(tmpvar_11), 0.0, 1.0), clamp (dot (viewDir, -(tmpvar_10)), 0.0, 1.0), _TranslucencyViewDependency) * 2.0);
  tmpvar_2.x = max (0.0, ((tmpvar_11 * 0.6) + 0.4));
  tmpvar_3.x = max (0.0, dot (tmpvar_8, normalize ((tmpvar_10 + viewDir))));
  vec3 tmpvar_12;
  tmpvar_12 = _TerrainTreeLightDirections[1];
  float tmpvar_13;
  tmpvar_13 = dot (tmpvar_8, tmpvar_12);
  tmpvar_1.y = (mix (clamp (-(tmpvar_13), 0.0, 1.0), clamp (dot (viewDir, -(tmpvar_12)), 0.0, 1.0), _TranslucencyViewDependency) * 2.0);
  tmpvar_2.y = max (0.0, ((tmpvar_13 * 0.6) + 0.4));
  tmpvar_3.y = max (0.0, dot (tmpvar_8, normalize ((tmpvar_12 + viewDir))));
  vec3 tmpvar_14;
  tmpvar_14 = _TerrainTreeLightDirections[2];
  float tmpvar_15;
  tmpvar_15 = dot (tmpvar_8, tmpvar_14);
  tmpvar_1.z = (mix (clamp (-(tmpvar_15), 0.0, 1.0), clamp (dot (viewDir, -(tmpvar_14)), 0.0, 1.0), _TranslucencyViewDependency) * 2.0);
  tmpvar_2.z = max (0.0, ((tmpvar_15 * 0.6) + 0.4));
  tmpvar_3.z = max (0.0, dot (tmpvar_8, normalize ((tmpvar_14 + viewDir))));
  gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_7);
  vec4 tmpvar_16;
  tmpvar_16.zw = vec2(0.0, 0.0);
  tmpvar_16.xy = gl_MultiTexCoord0.xy;
  gl_TexCoord[0] = tmpvar_16;
  vec4 tmpvar_17;
  tmpvar_17.w = 0.0;
  tmpvar_17.xyz = gl_Color.www;
  gl_TexCoord[1] = tmpvar_17;
  vec4 tmpvar_18;
  tmpvar_18.w = 0.0;
  tmpvar_18.xyz = tmpvar_1;
  gl_TexCoord[2] = tmpvar_18;
  vec4 tmpvar_19;
  tmpvar_19.w = 0.0;
  tmpvar_19.xyz = tmpvar_2;
  gl_TexCoord[3] = tmpvar_19;
  vec4 tmpvar_20;
  tmpvar_20.w = 0.0;
  tmpvar_20.xyz = tmpvar_3;
  gl_TexCoord[4] = tmpvar_20;
}

