uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[1].xyz; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy); vec4 normal_5; normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x) ) - (normal_5.y * normal_5.y))); float atten_6; atten_6 = texture2D (_LightTexture0, gl_TexCoord[3].xy).w; vec4 c_7; float spec_8; spec_8 = (pow (max (0.0, dot (normal_5.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[2].xyz)))) ), (_Shininess * 128.0)) * tmpvar_4.w); c_7.xyz = ((( ((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_5.xyz, tmpvar_2)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_8)) * (atten_6 * 2.0)); c_7.w = ((tmpvar_4.w * _Color.w) + ((_LightColor0.w * _SpecColor.w) * (spec_8 * atten_6))); c_3.xyz = c_7.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; } // stats: 31 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] 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: _LightTexture0 (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]