uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform float _Cutoff; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c_2; vec4 tmpvar_3; tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy) * _Color); float tmpvar_4; tmpvar_4 = tmpvar_3.w; vec4 normal_5; normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x)) - (normal_5.y * normal_5.y))); float x_6; x_6 = (tmpvar_3.w - _Cutoff); if ((x_6 < 0.0)) { discard; }; vec4 c_7; c_7.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * (max (0.0, dot (normal_5.xyz, gl_TexCoord[1].xyz)) * 2.0)); c_7.w = tmpvar_4; c_2.xyz = c_7.xyz; c_2.w = tmpvar_4; gl_FragData[0] = c_2; }