uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; void main () { vec4 c; vec4 c_i0; c_i0.xyz = ((gl_TexCoord[0].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.w = 0.0; c = c_i0; c.w = 0.0; gl_FragData[0] = c; }