uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _DecalTex; uniform vec4 _Color; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c; vec4 c_i0; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, tmpvar_1.xy); c_i0 = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_DecalTex, tmpvar_1.zw); c_i0.xyz = mix (tmpvar_2.xyz, tmpvar_3.xyz, tmpvar_3.www); vec4 tmpvar_4; tmpvar_4 = (c_i0 * _Color); c_i0 = tmpvar_4; vec4 c_i0_i1; c_i0_i1.xyz = ((tmpvar_4.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)) * texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0)); c_i0_i1.w = tmpvar_4.w; c = c_i0_i1; c.w = 0.0; gl_FragData[0] = c; }