#version 300 es
out lowp vec4 _fragData;
uniform sampler2D _MainTex;
uniform mediump vec4 _TerrainTreeLightColors[4];
in highp vec2 xlv_uv;
in mediump vec3 xlv_nl;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec3 light_2;
  lowp vec4 tmpvar_3;
  tmpvar_3 = texture (_MainTex, xlv_uv);
  if ((tmpvar_3.w < 0.5)) {
    discard;
  };
  light_2 = ((tmpvar_3.xyz * xlv_nl.x) * _TerrainTreeLightColors[0].xyz);
  light_2 = (light_2 + ((tmpvar_3.xyz * xlv_nl.y) * _TerrainTreeLightColors[1].xyz));
  light_2 = (light_2 + ((tmpvar_3.xyz * xlv_nl.z) * _TerrainTreeLightColors[2].xyz));
  mediump vec4 tmpvar_4;
  tmpvar_4.w = 1.0;
  tmpvar_4.xyz = light_2;
  tmpvar_1 = tmpvar_4;
  _fragData = tmpvar_1;
}


// stats: 10 alu 2 tex 1 flow
// inputs: 2
//  #0: xlv_uv (high float) 2x1 [-1]
//  #1: xlv_nl (medium float) 3x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: _TerrainTreeLightColors (medium float) 4x1 [4]
// textures: 1
//  #0: _MainTex (low 2d) 0x0 [-1]
