uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform float _Cutoff; uniform vec4 _Color; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[3]; vec4 c_2; vec4 tmpvar_3; tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); float tmpvar_4; tmpvar_4 = tmpvar_3.w; float x_5; x_5 = (tmpvar_3.w - _Cutoff); if ((x_5 < 0.0)) { discard; }; vec4 c_6; c_6.xyz = ((tmpvar_3.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_6.w = tmpvar_4; c_2.xyz = c_6.xyz; c_2.w = tmpvar_4; gl_FragData[0] = c_2; }