uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; void main () { vec4 c_1; vec4 tmpvar_2; tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); vec4 c_3; c_3.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)) * texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0)); c_3.w = tmpvar_2.w; c_1.xyz = c_3.xyz; c_1.w = 0.0; gl_FragData[0] = c_1; } // inputs: 1, stats: 8 alu 2 tex 0 flow