uniform sampler2D _BumpSpecMap; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform sampler2D _TranslucencyMap; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_BumpSpecMap, tmpvar_1); vec4 normal_5; normal_5.xy = ((tmpvar_4.wy * 2.0) - 1.0); normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x) ) - (normal_5.y * normal_5.y))); vec3 tmpvar_6; tmpvar_6 = normalize(gl_TexCoord[1].xyz); float atten_7; atten_7 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w); vec4 c_8; float spec_9; spec_9 = (pow (max (0.0, dot (normal_5.xyz, normalize((tmpvar_6 + normalize(gl_TexCoord[2].xyz)))) ), (tmpvar_4.x * 128.0)) * texture2D (_TranslucencyMap, tmpvar_1).w); c_8.xyz = ((( ((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_5.xyz, tmpvar_6)) ) + (_LightColor0.xyz * spec_9)) * (atten_7 * 2.0)); c_8.w = ((_LightColor0.w * spec_9) * (atten_7 * gl_Color.w)); c_3.xyz = c_8.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; } // stats: 31 alu 5 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: 5 // #0: _BumpSpecMap (high 2d) 0x0 [-1] // #1: _LightTexture0 (high cube) 0x0 [-1] // #2: _LightTextureB0 (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1] // #4: _TranslucencyMap (high 2d) 0x0 [-1]