uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[2]; vec4 c_3; vec4 c_4; c_4 = (texture2D (_MainTex, tmpvar_1.xy) * _Color); vec4 normal_5; normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x) ) - (normal_5.y * normal_5.y))); vec4 c_6; c_6.xyz = ((c_4.xyz * _LightColor0.xyz) * (( max (0.0, dot (normal_5.xyz, normalize(gl_TexCoord[1].xyz))) * ((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) ) * 2.0)); c_6.w = c_4.w; c_3.xyz = c_6.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; } // stats: 23 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: _LightTexture0 (high 2d) 0x0 [-1] // #2: _LightTextureB0 (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1]