uniform vec4 _WorldSpaceLightPos0; uniform sampler2D _ShadowMapTexture; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform float _Cutoff; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[3]; vec4 c; vec4 tmpvar_4; tmpvar_4 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color); float x; x = (tmpvar_4.w - _Cutoff); if ((x < 0.0)) { discard; }; vec4 c_i0_i1; c_i0_i1.xyz = ((tmpvar_4.xyz * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_1, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, tmpvar_3).x) * 2.0)); c_i0_i1.w = tmpvar_4.w; c = c_i0_i1; c.xyz = (c_i0_i1.xyz + (tmpvar_4.xyz * tmpvar_2)); c.w = tmpvar_4.w; gl_FragData[0] = c; }