uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform float _Cutoff; uniform vec4 _Color; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec3 tmpvar_3; tmpvar_3 = gl_TexCoord[3].xyz; vec4 c; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy); vec3 tmpvar_5; tmpvar_5 = (tmpvar_4.xyz * _Color.xyz); float tmpvar_6; tmpvar_6 = (tmpvar_4.w * _Color.w); float x; x = (tmpvar_6 - _Cutoff); if ((x < 0.0)) { discard; }; vec4 c_i0; float tmpvar_7; tmpvar_7 = (pow (max (0.0, dot (tmpvar_1, normalize ((tmpvar_2 + normalize (tmpvar_3))))), (_Shininess * 128.0)) * tmpvar_4.w); c_i0.xyz = ((((tmpvar_5 * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_7)) * 2.0); c_i0.w = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_7)); c = c_i0; c.w = tmpvar_6; gl_FragData[0] = c; }