uniform vec4 _ReflectColor; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform samplerCube _Cube; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c; vec3 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, tmpvar_1.xy); vec4 normal; normal.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec4 c_i0_i1; c_i0_i1.xyz = (((tmpvar_3 * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, gl_TexCoord[1].xyz)) * texture2D (_LightTexture0, gl_TexCoord[2].xy).w) * 2.0)); c_i0_i1.w = ((textureCube (_Cube, tmpvar_2) * tmpvar_3.w).w * _ReflectColor.w); c = c_i0_i1; c.w = 0.0; gl_FragData[0] = c; }