uniform sampler2D _BumpSpecMap; uniform float _Cutoff; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform sampler2D _TranslucencyMap; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[1].xyz; vec4 c_3; float tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, tmpvar_1); vec4 tmpvar_6; tmpvar_6 = texture2D (_TranslucencyMap, tmpvar_1); tmpvar_4 = (tmpvar_5.w * gl_Color.w); vec4 tmpvar_7; tmpvar_7 = texture2D (_BumpSpecMap, tmpvar_1); vec4 normal_8; normal_8.xy = ((tmpvar_7.wy * 2.0) - 1.0); normal_8.z = sqrt(((1.0 - (normal_8.x * normal_8.x) ) - (normal_8.y * normal_8.y))); float x_9; x_9 = (tmpvar_4 - _Cutoff); if ((x_9 < 0.0)) { discard; }; vec4 c_10; vec3 col_11; float tmpvar_12; tmpvar_12 = dot (normal_8.xyz, tmpvar_2); float tmpvar_13; tmpvar_13 = max (0.0, -(tmpvar_12)); col_11 = ((tmpvar_5.xyz * gl_Color.xyz) * (max (0.0, ((tmpvar_12 * 0.5) + 0.5) ) + ( (tmpvar_6.xyz * tmpvar_13) * 2.0))); col_11 = (col_11 + (( pow (max (0.0, dot (normal_8.xyz, normalize( (tmpvar_2 + normalize(gl_TexCoord[2].xyz)) ))), (tmpvar_7.x * 128.0)) * tmpvar_6.w) * (1.0 - clamp (ceil(tmpvar_13), 0.0, 1.0) ))); col_11 = (col_11 * _LightColor0.xyz); c_10.xyz = (col_11 * 2.0); c_3.xyz = c_10.xyz; c_3.w = tmpvar_4; gl_FragData[0] = c_3; } // stats: 36 alu 4 tex 1 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 1 // #1: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 2 (total size: 0) // #0: _Cutoff (high float) 1x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // textures: 3 // #0: _BumpSpecMap (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1] // #2: _TranslucencyMap (high 2d) 0x0 [-1]