uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec3 tmpvar_3; tmpvar_3 = gl_TexCoord[3].xyz; vec4 tmpvar_4; tmpvar_4 = gl_TexCoord[4]; vec4 c; vec2 tmpvar_5; tmpvar_5 = gl_TexCoord[0].xy; float x; x = (fract (((tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5); if ((x < 0.0)) { discard; }; vec3 LightCoord_i0; LightCoord_i0 = tmpvar_4.xyz; vec4 c_i0; c_i0.xyz = ((texture2D (_MainTex, tmpvar_5).xyz * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_2, normalize (tmpvar_3))) * ((float((tmpvar_4.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_4.xy / tmpvar_4.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w)) * 2.0)); c_i0.w = 0.0; c = c_i0; c.w = 0.0; gl_FragData[0] = c; }