uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[2]; vec4 c; vec3 LightCoord_i0; LightCoord_i0 = tmpvar_1.xyz; vec4 c_i0; c_i0.xyz = ((vec3(0.5, 0.5, 0.5) * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[0].xyz, normalize (gl_TexCoord[1].xyz))) * ((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w)) * 2.0)); c_i0.w = 0.0; c = c_i0; c.w = 0.0; gl_FragData[0] = c; }