uniform sampler2D _Ramp; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform vec4 _Color; void main () { vec4 c; vec4 c_i0_i1; float tmpvar_1; tmpvar_1 = ((dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz) * 0.5) + 0.5); vec2 tmpvar_2; tmpvar_2.x = tmpvar_1; tmpvar_2.y = tmpvar_1; c_i0_i1.xyz = ((((texture2D (_MainTex, gl_TexCoord[0].xy) * _Color).xyz * _LightColor0.xyz) * texture2D (_Ramp, tmpvar_2).xyz) * (texture2D (_LightTexture0, gl_TexCoord[3].xy).w * 2.0)); c_i0_i1.w = 0.0; c = c_i0_i1; c.w = 0.0; gl_FragData[0] = c; }