uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform float _Cutoff; uniform vec4 _Color; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].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; }; vec4 c_7; float tmpvar_8; tmpvar_8 = (pow (max (0.0, dot (tmpvar_1, normalize((tmpvar_2 + normalize(gl_TexCoord[3].xyz))))), (_Shininess * 128.0)) * tmpvar_4.w); c_7.xyz = (((((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_8)) * 2.0); c_7.w = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_8)); c_3.xyz = c_7.xyz; c_3.w = tmpvar_5; gl_FragData[0] = c_3; }