uniform vec4 _WorldSpaceLightPos0; uniform sampler2D _Splat3; uniform sampler2D _Splat2; uniform sampler2D _Splat1; uniform sampler2D _Splat0; uniform sampler2D _ShadowMapTexture; uniform vec4 _LightColor0; uniform sampler2D _Control; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[1]; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_Control, tmpvar_1.xy); vec3 tmpvar_5; tmpvar_5 = ((((tmpvar_4.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_4.y * texture2D (_Splat1, tmpvar_2.xy).xyz)) + (tmpvar_4.z * texture2D (_Splat2, tmpvar_2.zw).xyz)) + (tmpvar_4.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)); vec4 c_6; c_6.xyz = ((tmpvar_5 * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[3].xyz, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[5]).x) * 2.0)); c_6.w = 0.0; c_3.w = c_6.w; c_3.xyz = (c_6.xyz + (tmpvar_5 * gl_TexCoord[4].xyz)); gl_FragData[0] = c_3; }