uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform sampler2D _SpecMap;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[1].xyz;
  vec4 tmpvar_3;
  tmpvar_3 = gl_TexCoord[4];
  vec4 c_4;
  vec3 tmpvar_5;
  tmpvar_5 = normalize(gl_TexCoord[2].xyz);
  vec4 c_6;
  c_6.xyz = (((
    ((texture2D (_MainTex, tmpvar_1.xy).xyz * 0.3) * _LightColor0.xyz)
   * 
    max (0.0, dot (tmpvar_2, tmpvar_5))
  ) + (_LightColor0.xyz * 
    (pow (max (0.0, dot (tmpvar_2, 
      normalize((tmpvar_5 + normalize(gl_TexCoord[3].xyz)))
    )), 32.0) * texture2D (_SpecMap, tmpvar_1.zw).xyz)
  )) * ((
    (float((tmpvar_3.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_3.xy / tmpvar_3.w) + 0.5)).w)
   * texture2D (_LightTextureB0, vec2(
    dot (tmpvar_3.xyz, tmpvar_3.xyz)
  )).w) * 2.0));
  c_6.w = 0.0;
  c_4.xyz = c_6.xyz;
  c_4.w = 0.0;
  gl_FragData[0] = c_4;
}


// stats: 26 alu 4 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 1 (total size: 0)
//  #0: _LightColor0 (high float) 4x1 [-1]
// textures: 4
//  #0: _LightTexture0 (high 2d) 0x0 [-1]
//  #1: _LightTextureB0 (high 2d) 0x0 [-1]
//  #2: _MainTex (high 2d) 0x0 [-1]
//  #3: _SpecMap (high 2d) 0x0 [-1]
