uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _GlossMap; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Shininess; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 c_3; vec4 normal_4; normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0); normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x) ) - (normal_4.y * normal_4.y))); vec3 tmpvar_5; tmpvar_5 = normalize(gl_TexCoord[1].xyz); float atten_6; atten_6 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w); vec4 c_7; float spec_8; spec_8 = (pow (max (0.0, dot (normal_4.xyz, normalize((tmpvar_5 + normalize(gl_TexCoord[2].xyz)))) ), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_1).w); c_7.xyz = ((( ((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_4.xyz, tmpvar_5)) ) + (_LightColor0.xyz * spec_8)) * (atten_6 * 2.0)); c_7.w = ((_LightColor0.w * spec_8) * (atten_6 * _Color.w)); c_3.xyz = c_7.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; } // stats: 31 alu 5 tex 0 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 1 // #1: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 3 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _Shininess (high float) 1x1 [-1] // textures: 5 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _GlossMap (high 2d) 0x0 [-1] // #2: _LightTexture0 (high cube) 0x0 [-1] // #3: _LightTextureB0 (high 2d) 0x0 [-1] // #4: _MainTex (high 2d) 0x0 [-1]