mat3 xll_constructMat3( mat4 m) {
  return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct SurfaceOutput {
    vec3 Albedo;
    vec3 Normal;
    vec3 Emission;
    float Specular;
    float Gloss;
    float Alpha;
};
struct appdata_full {
    vec4 vertex;
    vec4 tangent;
    vec3 normal;
    vec4 texcoord;
    vec4 texcoord1;
    vec4 color;
};
struct Input {
    vec2 uv_MainTex;
};
struct v2f_surf {
    vec4 pos;
    float fog;
    vec2 hip_pack0;
    vec3 normal;
    vec3 lightDir;
    vec4 _LightCoord;
};
uniform mat4 _LightMatrix0;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
uniform vec4 _WorldSpaceLightPos0;

uniform vec4 unity_Scale;
vec4 Squash( in vec4 pos );
void TerrainAnimateTree( inout vec4 pos, in float alpha );
void treevertex( inout appdata_full v );
vec3 WorldSpaceLightDir( in vec4 v );
void PositionFog( in vec4 v, out vec4 pos, out float fog );
v2f_surf vert_surf( in appdata_full v );
vec4 Squash( in vec4 pos ) {
    vec3 projectedVertex;
    vec3 planePoint;
    vec3 planeNormal;
    projectedVertex = pos.xyz ;
    planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
    planeNormal = _SquashPlaneNormal.xyz ;
    projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
    pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
    return pos;
}
void TerrainAnimateTree( inout vec4 pos, in float alpha ) {
    vec3 bent;
    pos.xyz  *= _Scale.xyz ;
    bent = ( _TerrainEngineBendTree * vec4( pos.xyz , 0.000000) ).xyz ;
    pos.xyz  = mix( pos.xyz , bent, vec3( alpha));
    pos = Squash( pos);
}
void treevertex( inout appdata_full v ) {
    TerrainAnimateTree( v.vertex, v.color.w );
}
vec3 WorldSpaceLightDir( in vec4 v ) {
    vec3 worldPos;
    worldPos = ( _Object2World * v ).xyz ;
    return (_WorldSpaceLightPos0.xyz  - worldPos);
}
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
    pos = ( gl_ModelViewProjectionMatrix * v );
    fog = pos.z ;
}
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    treevertex( v);
    PositionFog( v.vertex, o.pos, o.fog);
    o.hip_pack0.xy  = ((v.texcoord.xy  * _MainTex_ST.xy ) + _MainTex_ST.zw );
    o.normal = ( xll_constructMat3( _Object2World) * (v.normal * unity_Scale.w ) );
    o.lightDir = WorldSpaceLightDir( v.vertex);
    o._LightCoord = ( _LightMatrix0 * ( _Object2World * v.vertex ) );
    return o;
}
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.tangent = vec4( TANGENT);
    xlt_v.normal = vec3( gl_Normal);
    xlt_v.texcoord = vec4( gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
    xlt_v.color = vec4( gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4( xl_retval.pos);
    xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
    gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
    gl_TexCoord[1] = vec4( xl_retval.normal, 0.0);
    gl_TexCoord[2] = vec4( xl_retval.lightDir, 0.0);
    gl_TexCoord[3] = vec4( xl_retval._LightCoord);
}
