uniform vec4 _Color; uniform float _Cutoff; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[4].xyz; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy); float tmpvar_5; tmpvar_5 = (tmpvar_4.w * _Color.w); float x_6; x_6 = (tmpvar_5 - _Cutoff); if ((x_6 < 0.0)) { discard; }; vec3 tmpvar_7; tmpvar_7 = normalize(gl_TexCoord[2].xyz); float atten_8; atten_8 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w); vec4 c_9; float tmpvar_10; tmpvar_10 = (pow (max (0.0, dot (tmpvar_1, normalize((tmpvar_7 + normalize(gl_TexCoord[3].xyz)))) ), (_Shininess * 128.0)) * tmpvar_4.w); c_9.xyz = ((( ((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_7)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * tmpvar_10)) * (atten_8 * 2.0)); c_9.w = (tmpvar_5 + (( (_LightColor0.w * _SpecColor.w) * tmpvar_10) * atten_8)); c_3.xyz = c_9.xyz; c_3.w = tmpvar_5; gl_FragData[0] = c_3; } // inputs: 1, stats: 28 alu 4 tex 1 flow