uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _LightMap; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[3]; vec4 c_2; vec2 tmpvar_3; vec4 c_4; c_4.xyz = (((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _Color.xyz) * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz))) * ((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w) ) * 2.0)); c_4.w = (texture2D (_LightMap, tmpvar_3).w * _Color.w); c_2.xyz = c_4.xyz; c_2.w = 0.0; gl_FragData[0] = c_2; } // inputs: 1, stats: 17 alu 4 tex 0 flow