uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[3].xyz; vec4 c_2; vec4 tmpvar_3; tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); vec4 c_4; c_4.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz))) * texture2D (_LightTexture0, vec2( dot (tmpvar_1, tmpvar_1) )).w) * 2.0)); c_4.w = tmpvar_3.w; c_2.xyz = c_4.xyz; c_2.w = 0.0; gl_FragData[0] = c_2; } // inputs: 1, stats: 10 alu 2 tex 0 flow