uniform vec4 _WorldSpaceLightPos0; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform vec4 _Color; void main () { vec4 c; vec4 tmpvar_1; tmpvar_1 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); vec4 c_i0_i1; c_i0_i1.xyz = ((tmpvar_1.xyz * _LightColor0.xyz) * (max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)) * 2.0)); c_i0_i1.w = tmpvar_1.w; c = c_i0_i1; c.xyz = (c_i0_i1.xyz + (tmpvar_1.xyz * gl_TexCoord[2].xyz)); c.w = tmpvar_1.w; gl_FragData[0] = c; }