uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[4]; vec4 c_3; float x_4; x_4 = (fract(( (tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5); if ((x_4 < 0.0)) { discard; }; vec4 c_5; c_5.xyz = ((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[2].xyz, normalize(gl_TexCoord[3].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_5.w = 0.0; c_3.xyz = c_5.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; } // stats: 22 alu 4 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [5] loc 4 // uniforms: 1 (total size: 0) // #0: _LightColor0 (high float) 4x1 [-1] // textures: 3 // #0: _LightTexture0 (high 2d) 0x0 [-1] // #1: _LightTextureB0 (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]