uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 c; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, tmpvar_1.xy); float tmpvar_4; tmpvar_4 = (tmpvar_3.w * _Color.w); vec4 normal; normal.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec3 tmpvar_5; tmpvar_5 = normal.xyz; vec3 tmpvar_6; tmpvar_6 = normalize (gl_TexCoord[1].xyz); float atten; atten = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w); vec4 c_i0; float tmpvar_7; tmpvar_7 = (pow (max (0.0, dot (tmpvar_5, normalize ((tmpvar_6 + normalize (gl_TexCoord[2].xyz))))), (_Shininess * 128.0)) * tmpvar_3.w); c_i0.xyz = (((((tmpvar_3.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_5, tmpvar_6))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_7)) * (atten * 2.0)); c_i0.w = (tmpvar_4 + (((_LightColor0.w * _SpecColor.w) * tmpvar_7) * atten)); c = c_i0; c.w = tmpvar_4; gl_FragData[0] = c; }