uniform vec4 _WorldSpaceLightPos0; uniform sampler2D _ShadowMapTexture; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform float _Cutoff; void main () { vec4 c_1; vec4 tmpvar_2; tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color); float tmpvar_3; tmpvar_3 = tmpvar_2.w; float x_4; x_4 = (tmpvar_2.w - _Cutoff); if ((x_4 < 0.0)) { discard; }; vec4 c_5; c_5.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0)); c_5.w = tmpvar_3; c_1.xyz = (c_5.xyz + (tmpvar_2.xyz * gl_TexCoord[2].xyz)); c_1.w = tmpvar_3; gl_FragData[0] = c_1; }