uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform float _Cutoff;
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) * _Color);
  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 x;
  x = (tmpvar_3.w - _Cutoff);
  if ((x < 0.0)) {
    discard;
  };
  vec4 c_i0_i1;
  c_i0_i1.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * (max (0.0, dot (tmpvar_4, tmpvar_2)) * 2.0));
  c_i0_i1.w = tmpvar_3.w;
  c = c_i0_i1;
  c.w = tmpvar_3.w;
  gl_FragData[0] = c;
}

