uniform vec4 _ReflectColor; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform samplerCube _Cube; uniform vec4 _Color; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[3]; vec4 c; vec3 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); vec3 LightCoord_i0; LightCoord_i0 = tmpvar_1.xyz; vec4 c_i0_i1; c_i0_i1.xyz = (((tmpvar_3 * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize (gl_TexCoord[2].xyz))) * ((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w)) * 2.0)); c_i0_i1.w = ((textureCube (_Cube, tmpvar_2) * tmpvar_3.w).w * _ReflectColor.w); c = c_i0_i1; c.w = 0.0; gl_FragData[0] = c; }