uniform vec4 _LightShadowData;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
uniform mat4 _World2Shadow;
uniform mat4 _World2Shadow1;
uniform mat4 _World2Shadow2;
uniform mat4 _World2Shadow3;
void main ()
{
  vec4 wpos_1;
  float z_2;
  vec2 tmpvar_3;
  vec4 pos_4;
  pos_4.w = gl_Vertex.w;
  pos_4.xyz = (gl_Vertex.xyz * _Scale.xyz);
  vec4 tmpvar_5;
  tmpvar_5.w = 0.0;
  tmpvar_5.xyz = pos_4.xyz;
  pos_4.xyz = mix (pos_4.xyz, (_TerrainEngineBendTree * tmpvar_5).xyz, gl_Color.www);
  vec3 tmpvar_6;
  tmpvar_6.xz = vec2(0.0, 0.0);
  tmpvar_6.y = _SquashPlaneNormal.w;
  vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = mix ((pos_4.xyz + (
    dot (_SquashPlaneNormal.xyz, (tmpvar_6 - pos_4.xyz))
   * _SquashPlaneNormal.xyz)), pos_4.xyz, vec3(_SquashAmount));
  pos_4 = tmpvar_7;
  z_2 = -((gl_ModelViewMatrix * tmpvar_7).z);
  tmpvar_3.x = z_2;
  tmpvar_3.y = ((z_2 * _LightShadowData.z) + _LightShadowData.w);
  wpos_1 = (_Object2World * tmpvar_7);
  gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_7);
  vec4 tmpvar_8;
  tmpvar_8.w = 0.0;
  tmpvar_8.xyz = (_World2Shadow * wpos_1).xyz;
  gl_TexCoord[0] = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9.w = 0.0;
  tmpvar_9.xyz = (_World2Shadow1 * wpos_1).xyz;
  gl_TexCoord[1] = tmpvar_9;
  vec4 tmpvar_10;
  tmpvar_10.w = 0.0;
  tmpvar_10.xyz = (_World2Shadow2 * wpos_1).xyz;
  gl_TexCoord[2] = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11.w = 0.0;
  tmpvar_11.xyz = (_World2Shadow3 * wpos_1).xyz;
  gl_TexCoord[3] = tmpvar_11;
  vec4 tmpvar_12;
  tmpvar_12.zw = vec2(0.0, 0.0);
  tmpvar_12.xy = tmpvar_3;
  gl_TexCoord[4] = tmpvar_12;
}


// stats: 26 alu 0 tex 0 flow
// inputs: 2
//  #0: gl_Color (high float) 4x1 [-1] loc 3
//  #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 12 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: gl_ModelViewMatrix (high float) 4x4 [-1]
//  #2: _LightShadowData (high float) 4x1 [-1]
//  #3: _Object2World (high float) 4x4 [-1]
//  #4: _Scale (high float) 4x1 [-1]
//  #5: _SquashAmount (high float) 1x1 [-1]
//  #6: _SquashPlaneNormal (high float) 4x1 [-1]
//  #7: _TerrainEngineBendTree (high float) 4x4 [-1]
//  #8: _World2Shadow (high float) 4x4 [-1]
//  #9: _World2Shadow1 (high float) 4x4 [-1]
//  #10: _World2Shadow2 (high float) 4x4 [-1]
//  #11: _World2Shadow3 (high float) 4x4 [-1]
