uniform sampler2D _TranslucencyMap; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _BumpSpecMap; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_BumpSpecMap, tmpvar_1); vec4 normal_5; normal_5.xy = ((tmpvar_4.wy * 2.0) - 1.0); normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x)) - (normal_5.y * normal_5.y))); vec3 tmpvar_6; tmpvar_6 = normalize(gl_TexCoord[1].xyz); float atten_7; atten_7 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w); vec4 c_8; float tmpvar_9; tmpvar_9 = (pow (max (0.0, dot (normal_5.xyz, normalize((tmpvar_6 + normalize(gl_TexCoord[2].xyz))))), (tmpvar_4.x * 128.0)) * texture2D (_TranslucencyMap, tmpvar_1).w); c_8.xyz = (((((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_5.xyz, tmpvar_6))) + (_LightColor0.xyz * tmpvar_9)) * (atten_7 * 2.0)); c_8.w = (((_LightColor0.w * tmpvar_9) * atten_7) * gl_Color.w); c_3.xyz = c_8.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; }