uniform sampler2D _BumpSpecMap; uniform float _Cutoff; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform sampler2D _TranslucencyMap; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, tmpvar_1); vec4 tmpvar_5; tmpvar_5 = texture2D (_TranslucencyMap, tmpvar_1); float tmpvar_6; tmpvar_6 = (tmpvar_4.w * gl_Color.w); vec4 tmpvar_7; tmpvar_7 = texture2D (_BumpSpecMap, tmpvar_1); vec4 normal_8; normal_8.xy = ((tmpvar_7.wy * 2.0) - 1.0); normal_8.z = sqrt(((1.0 - (normal_8.x * normal_8.x) ) - (normal_8.y * normal_8.y))); float x_9; x_9 = (tmpvar_6 - _Cutoff); if ((x_9 < 0.0)) { discard; }; vec3 tmpvar_10; tmpvar_10 = normalize(gl_TexCoord[1].xyz); vec4 c_11; float tmpvar_12; tmpvar_12 = dot (normal_8.xyz, tmpvar_10); float tmpvar_13; tmpvar_13 = max (0.0, -(tmpvar_12)); c_11.xyz = ((( ((tmpvar_4.xyz * gl_Color.xyz) * (max (0.0, ( (tmpvar_12 * 0.5) + 0.5)) + ((tmpvar_5.xyz * tmpvar_13) * 2.0))) + ((pow (max (0.0, dot (normal_8.xyz, normalize((tmpvar_10 + normalize(gl_TexCoord[2].xyz)))) ), (tmpvar_7.x * 128.0)) * tmpvar_5.w) * (1.0 - clamp (ceil(tmpvar_13), 0.0, 1.0))) ) * _LightColor0.xyz) * ((texture2D (_LightTextureB0, vec2( dot (tmpvar_2, tmpvar_2) )).w * textureCube (_LightTexture0, tmpvar_2).w) * 2.0)); c_3.xyz = c_11.xyz; c_3.w = tmpvar_6; gl_FragData[0] = c_3; } // inputs: 2, stats: 40 alu 6 tex 1 flow