uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[2]; vec4 c_2; vec4 c_3; c_3.xyz = ((vec3(0.5, 0.5, 0.5) * _LightColor0.xyz) * (( max (0.0, dot (gl_TexCoord[0].xyz, normalize(gl_TexCoord[1].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_3.w = 0.0; c_2.xyz = c_3.xyz; c_2.w = 0.0; gl_FragData[0] = c_2; } // inputs: 1, stats: 16 alu 2 tex 0 flow