uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform sampler2D _SpecMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[1].xyz; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[4]; vec4 c_4; vec3 tmpvar_5; tmpvar_5 = normalize(gl_TexCoord[2].xyz); vec4 c_6; c_6.xyz = ((( ((texture2D (_MainTex, tmpvar_1.xy).xyz * 0.3) * _LightColor0.xyz) * max (0.0, dot (tmpvar_2, tmpvar_5)) ) + (_LightColor0.xyz * (pow (max (0.0, dot (tmpvar_2, normalize((tmpvar_5 + normalize(gl_TexCoord[3].xyz))) )), 32.0) * texture2D (_SpecMap, tmpvar_1.zw).xyz) )) * (( (float((tmpvar_3.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_3.xy / tmpvar_3.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2( dot (tmpvar_3.xyz, tmpvar_3.xyz) )).w) * 2.0)); c_6.w = 0.0; c_4.xyz = c_6.xyz; c_4.w = 0.0; gl_FragData[0] = c_4; } // stats: 26 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [5] loc 4 // uniforms: 1 (total size: 0) // #0: _LightColor0 (high float) 4x1 [-1] // textures: 4 // #0: _LightTexture0 (high 2d) 0x0 [-1] // #1: _LightTextureB0 (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1] // #3: _SpecMap (high 2d) 0x0 [-1]