varying highp vec2 xlv_TEXCOORD3; varying highp vec3 xlv_TEXCOORD2; varying highp vec3 xlv_TEXCOORD1; varying highp vec4 xlv_COLOR0; varying highp vec2 xlv_TEXCOORD0; uniform mediump float _TranslucencyViewDependency; uniform sampler2D _TranslucencyMap; uniform mediump vec3 _TranslucencyColor; uniform mediump float _ShadowStrength; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform highp vec4 _LightColor0; uniform highp float _Cutoff; uniform highp vec4 _Color; uniform sampler2D _BumpSpecMap; void main () { mediump vec4 c; mediump vec3 lightDir; mediump vec3 tmpvar_1; mediump float tmpvar_2; mediump vec4 norspc; mediump vec4 trngls; mediump vec4 c_i0; lowp vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0); c_i0 = tmpvar_3; highp vec3 tmpvar_4; tmpvar_4 = ((c_i0.xyz * _Color.xyz) * xlv_COLOR0.w); tmpvar_1 = tmpvar_4; lowp vec4 tmpvar_5; tmpvar_5 = texture2D (_TranslucencyMap, xlv_TEXCOORD0); trngls = tmpvar_5; highp float tmpvar_6; tmpvar_6 = (trngls.w * _Color.x); tmpvar_2 = tmpvar_6; lowp vec4 tmpvar_7; tmpvar_7 = texture2D (_BumpSpecMap, xlv_TEXCOORD0); norspc = tmpvar_7; mediump vec4 normal; normal.xy = ((norspc.wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); mediump vec3 tmpvar_8; tmpvar_8 = normal.xyz; highp float x; x = (c_i0.w - _Cutoff); if ((x < 0.0)) { discard; }; lightDir = xlv_TEXCOORD1; highp vec3 tmpvar_9; tmpvar_9 = normalize (xlv_TEXCOORD2); lowp vec4 tmpvar_10; tmpvar_10 = texture2D (_LightTexture0, xlv_TEXCOORD3); mediump vec3 viewDir; viewDir = tmpvar_9; mediump float atten; atten = tmpvar_10.w; mediump vec4 c_i0_i1; mediump float tmpvar_11; tmpvar_11 = dot (tmpvar_8, lightDir); mediump float tmpvar_12; tmpvar_12 = (pow (max (0.0, dot (tmpvar_8, normalize ((lightDir + viewDir)))), (norspc.x * 128.0)) * tmpvar_2); c_i0_i1.xyz = (tmpvar_1 * ((((mix (clamp (-(tmpvar_11), 0.0, 1.0), clamp (dot (viewDir, -(lightDir)), 0.0, 1.0), _TranslucencyViewDependency) * trngls.z) * _TranslucencyColor) * 2.0) + max (0.0, ((tmpvar_11 * 0.6) + 0.4)))); highp vec3 tmpvar_13; tmpvar_13 = ((c_i0_i1.xyz * _LightColor0.xyz) + tmpvar_12); c_i0_i1.xyz = tmpvar_13; c_i0_i1.xyz = (c_i0_i1.xyz * mix (2.0, (atten * 2.0), _ShadowStrength)); c = c_i0_i1; c.w = c_i0.w; gl_FragData[0] = c; }