uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform vec4 _Color; void main () { vec4 c; vec4 tmpvar_1; tmpvar_1 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); vec4 c_i0_i1; c_i0_i1.xyz = ((tmpvar_1.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)) * texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0)); c_i0_i1.w = tmpvar_1.w; c = c_i0_i1; c.w = 0.0; gl_FragData[0] = c; }