uniform sampler2D _Control; uniform vec4 _LightColor0; uniform sampler2D _ShadowMapTexture; uniform sampler2D _Splat0; uniform sampler2D _Splat1; uniform sampler2D _Splat2; uniform sampler2D _Splat3; uniform vec4 _WorldSpaceLightPos0; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[1]; vec4 c_3; vec3 col_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_Control, tmpvar_1.xy); col_4 = (tmpvar_5.x * texture2D (_Splat0, tmpvar_1.zw).xyz); col_4 = (col_4 + (tmpvar_5.y * texture2D (_Splat1, tmpvar_2.xy).xyz)); col_4 = (col_4 + (tmpvar_5.z * texture2D (_Splat2, tmpvar_2.zw).xyz)); col_4 = (col_4 + (tmpvar_5.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)); vec4 c_6; c_6.xyz = ((col_4 * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[3].xyz, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[5]).x) * 2.0)); c_6.w = 0.0; c_3.w = c_6.w; c_3.xyz = (c_6.xyz + (col_4 * gl_TexCoord[4].xyz)); gl_FragData[0] = c_3; } // stats: 16 alu 6 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [6] loc 4 // uniforms: 2 (total size: 0) // #0: _LightColor0 (high float) 4x1 [-1] // #1: _WorldSpaceLightPos0 (high float) 4x1 [-1] // textures: 6 // #0: _Control (high 2d) 0x0 [-1] // #1: _ShadowMapTexture (high 2d) 0x0 [-1] // #2: _Splat0 (high 2d) 0x0 [-1] // #3: _Splat1 (high 2d) 0x0 [-1] // #4: _Splat2 (high 2d) 0x0 [-1] // #5: _Splat3 (high 2d) 0x0 [-1]