uniform vec4 _TerrainTreeLightColors[4];
uniform vec3 _TerrainTreeLightDirections[4];
void main ()
{
  vec3 lightColor_1;
  lightColor_1 = gl_LightModel.ambient.xyz;
  lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[0] * max (0.0, 
    dot (_TerrainTreeLightDirections[0], gl_Normal)
  )).xyz);
  lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[1] * max (0.0, 
    dot (_TerrainTreeLightDirections[1], gl_Normal)
  )).xyz);
  lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[2] * max (0.0, 
    dot (_TerrainTreeLightDirections[2], gl_Normal)
  )).xyz);
  lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[3] * max (0.0, 
    dot (_TerrainTreeLightDirections[3], gl_Normal)
  )).xyz);
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.xy = gl_MultiTexCoord0.xy;
  gl_TexCoord[0] = tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3.w = 0.0;
  tmpvar_3.xyz = (lightColor_1 * gl_Color.w);
  gl_TexCoord[1] = tmpvar_3;
}


// stats: 20 alu 0 tex 0 flow
// inputs: 4
//  #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #1: gl_Color (high float) 4x1 [-1] loc 3
//  #2: gl_Normal (high float) 3x1 [-1] loc 2
//  #3: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 4 (total size: 0)
//  #0: gl_LightModel (high other) 0x0 [-1]
//  #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #2: _TerrainTreeLightColors (high float) 4x1 [4]
//  #3: _TerrainTreeLightDirections (high float) 3x1 [4]
