uniform float _Cutoff; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform sampler2D _ShadowMapTexture; uniform vec4 _WorldSpaceLightPos0; void main () { vec4 c_1; float tmpvar_2; vec4 c_3; c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color); tmpvar_2 = c_3.w; float x_4; x_4 = (c_3.w - _Cutoff); if ((x_4 < 0.0)) { discard; }; vec4 c_5; c_5.xyz = ((c_3.xyz * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0)); c_5.w = tmpvar_2; c_1.xyz = (c_5.xyz + (c_3.xyz * gl_TexCoord[2].xyz)); c_1.w = tmpvar_2; gl_FragData[0] = c_1; } // stats: 11 alu 3 tex 1 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 1 // #1: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 3 (total size: 0) // #0: _Cutoff (high float) 1x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _WorldSpaceLightPos0 (high float) 4x1 [-1] // textures: 2 // #0: _MainTex (high 2d) 0x0 [-1] // #1: _ShadowMapTexture (high 2d) 0x0 [-1]