uniform mat4 _TerrainEngineBendTree;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _LightPositionRange;
void main ()
{
  vec4 pos;
  pos = gl_Vertex;
  pos.xyz = (gl_Vertex.xyz * _Scale.xyz);
  vec4 tmpvar_1;
  tmpvar_1.w = 0.0;
  tmpvar_1.xyz = pos.xyz;
  pos.xyz = mix (pos.xyz, (_TerrainEngineBendTree * tmpvar_1).xyz, gl_Color.www);
  vec3 tmpvar_2;
  tmpvar_2.xz = vec2(0.0, 0.0);
  tmpvar_2.y = _SquashPlaneNormal.w;
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = mix ((pos.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_2 - pos.xyz)) * _SquashPlaneNormal.xyz)), pos.xyz, vec3(_SquashAmount));
  pos = tmpvar_3;
  gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_3);
  vec4 tmpvar_4;
  tmpvar_4.w = 0.0;
  tmpvar_4.xyz = ((_Object2World * tmpvar_3).xyz - _LightPositionRange.xyz);
  gl_TexCoord[0] = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5.zw = vec2(0.0, 0.0);
  tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[1] = tmpvar_5;
}

