uniform sampler2D _BumpMap; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 c_3; vec4 normal_4; normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).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 = ((texture2D (_MainTex, tmpvar_1).xyz * _LightColor0.xyz) * (( max (0.0, dot (normal_4.xyz, normalize(gl_TexCoord[1].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w) ) * 2.0)); c_5.w = 0.0; c_3.xyz = c_5.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; } // stats: 18 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 1 (total size: 0) // #0: _LightColor0 (high float) 4x1 [-1] // textures: 4 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _LightTexture0 (high cube) 0x0 [-1] // #2: _LightTextureB0 (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1]