uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _DecalTex; uniform vec4 _Color; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c_2; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy); c_3.w = tmpvar_4.w; vec4 tmpvar_5; tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw); c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www); vec4 tmpvar_6; tmpvar_6 = (c_3 * _Color); c_3 = tmpvar_6; vec4 c_7; c_7.xyz = ((tmpvar_6.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)) * texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0)); c_7.w = tmpvar_6.w; c_2.xyz = c_7.xyz; c_2.w = 0.0; gl_FragData[0] = c_2; }