uniform vec4 _Color; uniform samplerCube _Cube; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; uniform float _Shininess; uniform vec4 _SpecColor; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[4]; vec4 c_3; vec3 tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, gl_TexCoord[0].xy); vec3 tmpvar_6; tmpvar_6 = normalize(gl_TexCoord[2].xyz); float atten_7; atten_7 = ((float( (tmpvar_2.z > 0.0) ) * texture2D (_LightTexture0, ( (tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w); vec4 c_8; float spec_9; spec_9 = (pow (max (0.0, dot (tmpvar_1, normalize((tmpvar_6 + normalize(gl_TexCoord[3].xyz)))) ), (_Shininess * 128.0)) * tmpvar_5.w); c_8.xyz = ((( ((tmpvar_5 * _Color).xyz * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_6)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_9)) * (atten_7 * 2.0)); c_8.w = (((textureCube (_Cube, tmpvar_4) * tmpvar_5.w).w * _ReflectColor.w) + ((_LightColor0.w * _SpecColor.w) * (spec_9 * atten_7))); c_3.xyz = c_8.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; } // stats: 33 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [5] loc 4 // uniforms: 5 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _ReflectColor (high float) 4x1 [-1] // #3: _Shininess (high float) 1x1 [-1] // #4: _SpecColor (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]