uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[4]; vec4 c_3; float x_4; x_4 = (fract(((tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5); if ((x_4 < 0.0)) { discard; }; vec4 c_5; c_5.xyz = ((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[2].xyz, normalize(gl_TexCoord[3].xyz))) * ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)) * 2.0)); c_5.w = 0.0; c_3.xyz = c_5.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; }