uniform sampler2D _BumpMap; uniform vec4 _Color; uniform float _Cutoff; uniform vec4 _LightColor0; uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c_2; float tmpvar_3; vec4 c_4; c_4 = (texture2D (_MainTex, tmpvar_1.xy) * _Color); tmpvar_3 = c_4.w; vec4 normal_5; normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x) ) - (normal_5.y * normal_5.y))); float x_6; x_6 = (c_4.w - _Cutoff); if ((x_6 < 0.0)) { discard; }; vec4 c_7; c_7.xyz = ((c_4.xyz * _LightColor0.xyz) * (max (0.0, dot (normal_5.xyz, gl_TexCoord[1].xyz) ) * 2.0)); c_7.w = tmpvar_3; c_2.xyz = c_7.xyz; c_2.w = tmpvar_3; gl_FragData[0] = c_2; } // stats: 15 alu 3 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 3 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Cutoff (high float) 1x1 [-1] // #2: _LightColor0 (high float) 4x1 [-1] // textures: 2 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]