uniform sampler2D _BumpMap; uniform float _Cutoff; uniform sampler2D _GlossMap; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _TranslucencyColor; uniform sampler2D _TranslucencyMap; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 c_3; float tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, tmpvar_1); tmpvar_4 = (tmpvar_5.w * gl_Color.w); vec4 normal_6; normal_6.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0); normal_6.z = sqrt(((1.0 - (normal_6.x * normal_6.x) ) - (normal_6.y * normal_6.y))); float x_7; x_7 = (tmpvar_4 - _Cutoff); if ((x_7 < 0.0)) { discard; }; vec3 tmpvar_8; tmpvar_8 = normalize(gl_TexCoord[1].xyz); vec4 c_9; vec3 col_10; float tmpvar_11; tmpvar_11 = dot (normal_6.xyz, tmpvar_8); float tmpvar_12; tmpvar_12 = max (0.0, -(tmpvar_11)); col_10 = ((tmpvar_5.xyz * gl_Color.xyz) * (max (0.0, ((tmpvar_11 * 0.5) + 0.5) ) + ( (texture2D (_TranslucencyMap, tmpvar_1).xyz * _TranslucencyColor.xyz) * (tmpvar_12 * 2.0) ))); col_10 = (col_10 + (( pow (max (0.0, dot (normal_6.xyz, normalize( (tmpvar_8 + normalize(gl_TexCoord[2].xyz)) ))), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_1).w) * (1.0 - clamp (ceil(tmpvar_12), 0.0, 1.0) ))); col_10 = (col_10 * _LightColor0.xyz); c_9.xyz = (col_10 * ((texture2D (_LightTextureB0, vec2( dot (tmpvar_2, tmpvar_2) )).w * textureCube (_LightTexture0, tmpvar_2).w) * 2.0)); c_3.xyz = c_9.xyz; c_3.w = tmpvar_4; gl_FragData[0] = c_3; } // stats: 41 alu 7 tex 1 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 1 // #1: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 4 (total size: 0) // #0: _Cutoff (high float) 1x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _Shininess (high float) 1x1 [-1] // #3: _TranslucencyColor (high float) 4x1 [-1] // textures: 6 // #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] // #5: _TranslucencyMap (high 2d) 0x0 [-1]