uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[3];
  vec4 c;
  vec3 tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
  vec3 LightCoord_i0;
  LightCoord_i0 = tmpvar_1.xyz;
  vec4 c_i0_i1;
  c_i0_i1.xyz = (((tmpvar_3 * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize (gl_TexCoord[2].xyz))) * ((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w)) * 2.0));
  c_i0_i1.w = ((textureCube (_Cube, tmpvar_2) * tmpvar_3.w).w * _ReflectColor.w);
  c = c_i0_i1;
  c.w = 0.0;
  gl_FragData[0] = c;
}

