uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform float _Cutoff; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[1].xyz; vec4 c; vec4 tmpvar_3; tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy) * _Color); 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_4; tmpvar_4 = normal.xyz; float x; x = (tmpvar_3.w - _Cutoff); if ((x < 0.0)) { discard; }; vec4 c_i0_i1; c_i0_i1.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * (max (0.0, dot (tmpvar_4, tmpvar_2)) * 2.0)); c_i0_i1.w = tmpvar_3.w; c = c_i0_i1; c.w = tmpvar_3.w; gl_FragData[0] = c; }