uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[3].xyz; vec4 c; vec4 tmpvar_2; tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color); vec4 c_i0_i1; c_i0_i1.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize (gl_TexCoord[2].xyz))) * texture2D (_LightTexture0, vec2(dot (tmpvar_1, tmpvar_1))).w) * 2.0)); c_i0_i1.w = tmpvar_2.w; c = c_i0_i1; c.w = 0.0; gl_FragData[0] = c; }