uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _ShadowMapTexture; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy); vec3 tmpvar_5; tmpvar_5 = (tmpvar_4.xyz * _Color.xyz); vec4 normal_6; normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_6.z = sqrt(((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y))); vec4 tmpvar_7; tmpvar_7 = texture2DProj (_ShadowMapTexture, gl_TexCoord[4]); vec4 c_8; float tmpvar_9; tmpvar_9 = (pow (max (0.0, dot (normal_6.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[1].xyz))))), (_Shininess * 128.0)) * tmpvar_4.w); c_8.xyz = ((((tmpvar_5 * _LightColor0.xyz) * max (0.0, dot (normal_6.xyz, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_9)) * (tmpvar_7.x * 2.0)); c_8.w = ((tmpvar_4.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_9) * tmpvar_7.x)); c_3.w = c_8.w; c_3.xyz = (c_8.xyz + (tmpvar_5 * gl_TexCoord[3].xyz)); gl_FragData[0] = c_3; }