uniform vec4 _Color; uniform samplerCube _Cube; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[3]; vec4 c_2; vec3 tmpvar_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy); vec4 c_5; c_5.xyz = (((tmpvar_4 * _Color).xyz * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz))) * ((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w) ) * 2.0)); c_5.w = ((textureCube (_Cube, tmpvar_3) * tmpvar_4.w).w * _ReflectColor.w); c_2.xyz = c_5.xyz; c_2.w = 0.0; gl_FragData[0] = c_2; } // stats: 18 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 3 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _ReflectColor (high float) 4x1 [-1] // textures: 4 // #0: _Cube (high cube) 0x0 [-1] // #1: _LightTexture0 (high 2d) 0x0 [-1] // #2: _LightTextureB0 (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1]