uniform sampler2D _ShadowMapTexture; uniform vec4 _LightColor0; uniform sampler2D _DecalBump; uniform sampler2D _Decal; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c; vec3 tmpvar_2; tmpvar_2 = (texture2D (_Decal, tmpvar_1.xy).xyz * 0.5); vec4 normal; normal.xy = ((texture2D (_DecalBump, tmpvar_1.zw).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec4 c_i0; c_i0.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, gl_TexCoord[1].xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0)); c_i0.w = 0.0; c = c_i0; c.xyz = (c_i0.xyz + (tmpvar_2 * gl_TexCoord[2].xyz)); gl_FragData[0] = c; }