uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; void main () { vec4 c_1; vec4 c_2; c_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); vec4 c_3; c_3.xyz = ((c_2.xyz * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)) * texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0)); c_3.w = c_2.w; c_1.xyz = c_3.xyz; c_1.w = 0.0; gl_FragData[0] = c_1; } // stats: 8 alu 2 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // textures: 2 // #0: _LightTexture0 (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]