#version 300 es layout(location=0) out mediump vec4 _glesFragData[4]; uniform highp vec4 _WorldSpaceLightPos0; uniform lowp vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform mediump mat4 _LightMatrix0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; in highp vec2 xlv_TEXCOORD0; in lowp vec3 xlv_TEXCOORD1; in highp vec3 xlv_TEXCOORD2; void main () { lowp vec4 c_1; lowp float atten_2; mediump vec4 lightCoord_3; highp vec3 tmpvar_4; tmpvar_4 = normalize((_WorldSpaceLightPos0.xyz - xlv_TEXCOORD2)); lowp vec3 tmpvar_5; lowp float tmpvar_6; mediump vec4 c_7; lowp vec4 tmpvar_8; tmpvar_8 = texture (_MainTex, xlv_TEXCOORD0); c_7 = tmpvar_8; tmpvar_5 = c_7.xyz; tmpvar_6 = c_7.w; highp vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = xlv_TEXCOORD2; highp vec4 tmpvar_10; tmpvar_10 = (_LightMatrix0 * tmpvar_9); lightCoord_3 = tmpvar_10; lowp vec4 tmpvar_11; mediump vec2 P_12; P_12 = ((lightCoord_3.xy / lightCoord_3.w) + 0.5); tmpvar_11 = texture (_LightTexture0, P_12); mediump float tmpvar_13; tmpvar_13 = dot (lightCoord_3.xyz, lightCoord_3.xyz); lowp vec4 tmpvar_14; tmpvar_14 = texture (_LightTextureB0, vec2(tmpvar_13)); mediump float tmpvar_15; tmpvar_15 = ((float( (lightCoord_3.z > 0.0) ) * tmpvar_11.w) * tmpvar_14.w); atten_2 = tmpvar_15; lowp vec3 lightDir_16; lightDir_16 = tmpvar_4; lowp vec4 c_17; c_17.xyz = ((tmpvar_5 * _LightColor0.xyz) * (( max (0.0, dot (xlv_TEXCOORD1, lightDir_16)) * atten_2) * 2.0)); c_17.w = tmpvar_6; c_1.xyz = c_17.xyz; c_1.w = 0.0; _glesFragData[0] = c_1; } // stats: 18 alu 3 tex 0 flow // inputs: 3 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // #1: xlv_TEXCOORD1 (low float) 3x1 [-1] // #2: xlv_TEXCOORD2 (high float) 3x1 [-1] // uniforms: 3 (total size: 0) // #0: _WorldSpaceLightPos0 (high float) 4x1 [-1] // #1: _LightColor0 (low float) 4x1 [-1] // #2: _LightMatrix0 (medium float) 4x4 [-1] // textures: 3 // #0: _LightTexture0 (low 2d) 0x0 [-1] // #1: _LightTextureB0 (low 2d) 0x0 [-1] // #2: _MainTex (low 2d) 0x0 [-1]