uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[3].xyz; vec4 c_2; vec4 c_3; c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color); vec4 c_4; c_4.xyz = ((c_3.xyz * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz))) * texture2D (_LightTexture0, vec2( dot (tmpvar_1, tmpvar_1) )).w) * 2.0)); c_4.w = c_3.w; c_2.xyz = c_4.xyz; c_2.w = 0.0; gl_FragData[0] = c_2; } // stats: 10 alu 2 tex 0 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 1 // #1: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 1 (total size: 0) // #0: _LightColor0 (high float) 4x1 [-1] // textures: 2 // #0: _LightTexture0 (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]