uniform sampler2D _BumpMap; uniform vec4 _Color; uniform samplerCube _Cube; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; uniform float _Shininess; uniform vec4 _SpecColor; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 c_3; vec3 tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy); vec4 normal_6; normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_6.z = sqrt(((1.0 - (normal_6.x * normal_6.x) ) - (normal_6.y * normal_6.y))); vec3 tmpvar_7; tmpvar_7 = normalize(gl_TexCoord[1].xyz); vec4 tmpvar_8; tmpvar_8 = texture2D (_LightTexture0, vec2(dot (tmpvar_2, tmpvar_2))); vec4 c_9; float tmpvar_10; tmpvar_10 = (pow (max (0.0, dot (normal_6.xyz, normalize((tmpvar_7 + normalize(gl_TexCoord[2].xyz)))) ), (_Shininess * 128.0)) * tmpvar_5.w); c_9.xyz = ((( ((tmpvar_5 * _Color).xyz * _LightColor0.xyz) * max (0.0, dot (normal_6.xyz, tmpvar_7)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * tmpvar_10)) * (tmpvar_8.w * 2.0)); c_9.w = (((textureCube (_Cube, tmpvar_4) * tmpvar_5.w).w * _ReflectColor.w) + (( (_LightColor0.w * _SpecColor.w) * tmpvar_10) * tmpvar_8.w)); c_3.xyz = c_9.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; } // inputs: 1, stats: 34 alu 4 tex 0 flow