uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _BumpMap; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 c; vec2 tmpvar_2; tmpvar_2 = gl_TexCoord[0].xy; vec4 normal; normal.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec4 c_i0; c_i0.xyz = ((texture2D (_MainTex, tmpvar_2).xyz * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, normalize (gl_TexCoord[1].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)) * 2.0)); c_i0.w = 0.0; c = c_i0; c.w = 0.0; gl_FragData[0] = c; }