uniform vec4 _Color; uniform float _Cutoff; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[4].xyz; vec4 c_3; float tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, gl_TexCoord[0].xy); tmpvar_4 = (tmpvar_5.w * _Color.w); float x_6; x_6 = (tmpvar_4 - _Cutoff); if ((x_6 < 0.0)) { discard; }; vec3 tmpvar_7; tmpvar_7 = normalize(gl_TexCoord[2].xyz); float atten_8; atten_8 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w); vec4 c_9; float spec_10; spec_10 = (pow (max (0.0, dot (tmpvar_1, normalize((tmpvar_7 + normalize(gl_TexCoord[3].xyz)))) ), (_Shininess * 128.0)) * tmpvar_5.w); c_9.xyz = ((( ((tmpvar_5.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_7)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_10)) * (atten_8 * 2.0)); c_9.w = (tmpvar_4 + ((_LightColor0.w * _SpecColor.w) * (spec_10 * atten_8))); c_3.xyz = c_9.xyz; c_3.w = tmpvar_4; gl_FragData[0] = c_3; } // stats: 28 alu 4 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [5] loc 4 // uniforms: 5 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Cutoff (high float) 1x1 [-1] // #2: _LightColor0 (high float) 4x1 [-1] // #3: _Shininess (high float) 1x1 [-1] // #4: _SpecColor (high float) 4x1 [-1] // textures: 3 // #0: _LightTexture0 (high cube) 0x0 [-1] // #1: _LightTextureB0 (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]