uniform vec4 _SpecColor; uniform float _Shininess; uniform vec4 _ReflectColor; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform samplerCube _Cube; uniform vec4 _Color; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[4]; vec4 c; vec3 tmpvar_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy); vec3 tmpvar_5; tmpvar_5 = normalize (gl_TexCoord[2].xyz); vec3 LightCoord_i0; LightCoord_i0 = tmpvar_2.xyz; float atten; atten = ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w); vec4 c_i0_i1; float tmpvar_6; tmpvar_6 = (pow (max (0.0, dot (tmpvar_1, normalize ((tmpvar_5 + normalize (gl_TexCoord[3].xyz))))), (_Shininess * 128.0)) * tmpvar_4.w); c_i0_i1.xyz = (((((tmpvar_4 * _Color).xyz * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_5))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_6)) * (atten * 2.0)); c_i0_i1.w = (((textureCube (_Cube, tmpvar_3) * tmpvar_4.w).w * _ReflectColor.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_6) * atten)); c = c_i0_i1; c.w = 0.0; gl_FragData[0] = c; }