uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _LightMap; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c_2; vec2 tmpvar_3; vec4 normal_4; normal_4.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x) ) - (normal_4.y * normal_4.y))); vec4 c_5; c_5.xyz = (((texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz) * _LightColor0.xyz) * (( max (0.0, dot (normal_4.xyz, gl_TexCoord[1].xyz)) * texture2D (_LightTexture0, gl_TexCoord[2].xy).w) * 2.0)); c_5.w = (texture2D (_LightMap, tmpvar_3).w * _Color.w); c_2.xyz = c_5.xyz; c_2.w = 0.0; gl_FragData[0] = c_2; } // stats: 16 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // textures: 4 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _LightMap (high 2d) 0x0 [-1] // #2: _LightTexture0 (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1]