uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform vec4 _WorldSpaceLightPos0; void main () { vec4 c_1; float tmpvar_2; vec4 c_3; c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); tmpvar_2 = c_3.w; vec4 c_4; c_4.xyz = ((c_3.xyz * _LightColor0.xyz) * (max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz) ) * 2.0)); c_4.w = tmpvar_2; c_1.xyz = (c_4.xyz + (c_3.xyz * gl_TexCoord[2].xyz)); c_1.w = tmpvar_2; gl_FragData[0] = c_1; } // stats: 8 alu 1 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 3 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _WorldSpaceLightPos0 (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]