uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform vec4 _Color; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[4]; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy); vec4 tmpvar_5; tmpvar_5 = (tmpvar_4 * _Color); vec3 tmpvar_6; tmpvar_6 = normalize(gl_TexCoord[2].xyz); float atten_7; atten_7 = ((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); vec4 c_8; float tmpvar_9; tmpvar_9 = (pow (max (0.0, dot (tmpvar_1, normalize((tmpvar_6 + normalize(gl_TexCoord[3].xyz))))), (_Shininess * 128.0)) * tmpvar_4.w); c_8.xyz = ((((tmpvar_5.xyz * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_6))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_9)) * (atten_7 * 2.0)); c_8.w = (tmpvar_5.w + (((_LightColor0.w * _SpecColor.w) * tmpvar_9) * atten_7)); c_3.xyz = c_8.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; }