uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[3].xyz; vec4 c; vec4 c_i0; c_i0.xyz = ((gl_TexCoord[0].xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize (gl_TexCoord[2].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)) * 2.0)); c_i0.w = 0.0; c = c_i0; c.w = 0.0; gl_FragData[0] = c; }