uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _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[1].xyz;
  vec4 c;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, tmpvar_1.xy);
  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 atten;
  atten = texture2D (_LightTexture0, gl_TexCoord[3].xy).w;
  vec4 c_i0;
  float tmpvar_5;
  tmpvar_5 = (pow (max (0.0, dot (tmpvar_4, normalize ((tmpvar_2 + 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_4, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_5)) * (atten * 2.0));
  c_i0.w = ((tmpvar_3.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_5) * atten));
  c = c_i0;
  c.w = 0.0;
  gl_FragData[0] = c;
}

