uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _BumpMap; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[2]; 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))); vec4 c_5; c_5.xyz = ((texture2D (_MainTex, tmpvar_1).xyz * _LightColor0.xyz) * ((max (0.0, dot (normal_4.xyz, normalize(gl_TexCoord[1].xyz))) * ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)) * 2.0)); c_5.w = 0.0; c_3.xyz = c_5.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; }