uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _GlossMap; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[3].xyz; vec4 c; vec2 tmpvar_2; tmpvar_2 = gl_TexCoord[0].xy; vec4 normal; normal.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec3 tmpvar_3; tmpvar_3 = normal.xyz; vec3 tmpvar_4; tmpvar_4 = normalize (gl_TexCoord[1].xyz); float atten; atten = (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w); vec4 c_i0_i1; float tmpvar_5; tmpvar_5 = (pow (max (0.0, dot (tmpvar_3, normalize ((tmpvar_4 + normalize (gl_TexCoord[2].xyz))))), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_2).w); c_i0_i1.xyz = (((((texture2D (_MainTex, tmpvar_2).xyz * gl_Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_3, tmpvar_4))) + (_LightColor0.xyz * tmpvar_5)) * (atten * 2.0)); c_i0_i1.w = (((_LightColor0.w * tmpvar_5) * atten) * _Color.w); c = c_i0_i1; c.w = 0.0; gl_FragData[0] = c; }