uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 c_2; vec4 c_3; c_3.xyz = ((vec3(0.5, 0.5, 0.5) * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[0].xyz, normalize(gl_TexCoord[1].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w) ) * 2.0)); c_3.w = 0.0; c_2.xyz = c_3.xyz; c_2.w = 0.0; gl_FragData[0] = c_2; } // stats: 11 alu 2 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: 2 // #0: _LightTexture0 (high cube) 0x0 [-1] // #1: _LightTextureB0 (high 2d) 0x0 [-1]