uniform sampler2D _Decal; uniform sampler2D _DecalBump; uniform vec4 _LightColor0; uniform sampler2D _ShadowMapTexture; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c_2; vec3 tmpvar_3; tmpvar_3 = (texture2D (_Decal, tmpvar_1.xy).xyz * 0.5); vec4 normal_4; normal_4.xy = ((texture2D (_DecalBump, tmpvar_1.zw).wy * 2.0) - 1.0); normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x) ) - (normal_4.y * normal_4.y))); vec4 c_5; c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * (( max (0.0, dot (normal_4.xyz, gl_TexCoord[1].xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0)); c_5.w = 0.0; c_2.w = c_5.w; c_2.xyz = (c_5.xyz + (tmpvar_3 * gl_TexCoord[2].xyz)); gl_FragData[0] = c_2; } // stats: 17 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 1 (total size: 0) // #0: _LightColor0 (high float) 4x1 [-1] // textures: 3 // #0: _Decal (high 2d) 0x0 [-1] // #1: _DecalBump (high 2d) 0x0 [-1] // #2: _ShadowMapTexture (high 2d) 0x0 [-1]