uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform sampler2D _ShadowMapTexture; uniform float _Shininess; uniform vec4 _SpecColor; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 c_3; vec3 tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy); tmpvar_4 = (tmpvar_5.xyz * _Color.xyz); vec4 normal_6; normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_6.z = sqrt(((1.0 - (normal_6.x * normal_6.x) ) - (normal_6.y * normal_6.y))); vec4 tmpvar_7; tmpvar_7 = texture2DProj (_ShadowMapTexture, gl_TexCoord[4]); vec4 c_8; float spec_9; spec_9 = (pow (max (0.0, dot (normal_6.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[1].xyz)))) ), (_Shininess * 128.0)) * tmpvar_5.w); c_8.xyz = ((( (tmpvar_4 * _LightColor0.xyz) * max (0.0, dot (normal_6.xyz, tmpvar_2)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_9)) * (tmpvar_7.x * 2.0)); c_8.w = ((tmpvar_5.w * _Color.w) + ((_LightColor0.w * _SpecColor.w) * (spec_9 * tmpvar_7.x))); c_3.w = c_8.w; c_3.xyz = (c_8.xyz + (tmpvar_4 * gl_TexCoord[3].xyz)); gl_FragData[0] = c_3; } // stats: 32 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [5] loc 4 // uniforms: 4 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _Shininess (high float) 1x1 [-1] // #3: _SpecColor (high float) 4x1 [-1] // textures: 3 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1] // #2: _ShadowMapTexture (high 2d) 0x0 [-1]