uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _GlossMap; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 c_3; vec4 normal_4; normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0); normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x)) - (normal_4.y * normal_4.y))); vec3 tmpvar_5; tmpvar_5 = normalize(gl_TexCoord[1].xyz); float atten_6; atten_6 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w); vec4 c_7; float tmpvar_8; tmpvar_8 = (pow (max (0.0, dot (normal_4.xyz, normalize((tmpvar_5 + normalize(gl_TexCoord[2].xyz))))), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_1).w); c_7.xyz = (((((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_4.xyz, tmpvar_5))) + (_LightColor0.xyz * tmpvar_8)) * (atten_6 * 2.0)); c_7.w = (((_LightColor0.w * tmpvar_8) * atten_6) * _Color.w); c_3.xyz = c_7.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; }