uniform vec4 _Color; uniform float _Cutoff; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[3]; vec4 c_2; float tmpvar_3; vec4 c_4; c_4 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); tmpvar_3 = c_4.w; float x_5; x_5 = (c_4.w - _Cutoff); if ((x_5 < 0.0)) { discard; }; vec4 c_6; c_6.xyz = ((c_4.xyz * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz))) * ((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w) ) * 2.0)); c_6.w = tmpvar_3; c_2.xyz = c_6.xyz; c_2.w = tmpvar_3; gl_FragData[0] = c_2; } // stats: 17 alu 4 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] 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: 3 // #0: _LightTexture0 (high 2d) 0x0 [-1] // #1: _LightTextureB0 (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]