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;
}

