uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform vec4 _Color; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[4]; vec4 c; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); vec3 tmpvar_4; tmpvar_4 = 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; float tmpvar_5; tmpvar_5 = (pow (max (0.0, dot (tmpvar_1, normalize ((tmpvar_4 + normalize (gl_TexCoord[3].xyz))))), (_Shininess * 128.0)) * tmpvar_3.w); c_i0.xyz = (((((tmpvar_3.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_4))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_5)) * (atten * 2.0)); c_i0.w = ((tmpvar_3.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_5) * atten)); c = c_i0; c.w = 0.0; gl_FragData[0] = c; }