uniform vec4 _WorldSpaceLightPos0;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform float _Cutoff;
uniform vec4 _Color;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[1].xyz;
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[2].xyz;
  vec4 tmpvar_3;
  tmpvar_3 = gl_TexCoord[3];
  vec4 c;
  vec4 tmpvar_4;
  tmpvar_4 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  float x;
  x = (tmpvar_4.w - _Cutoff);
  if ((x < 0.0)) {
    discard;
  };
  vec4 c_i0_i1;
  c_i0_i1.xyz = ((tmpvar_4.xyz * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_1, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, tmpvar_3).x) * 2.0));
  c_i0_i1.w = tmpvar_4.w;
  c = c_i0_i1;
  c.xyz = (c_i0_i1.xyz + (tmpvar_4.xyz * tmpvar_2));
  c.w = tmpvar_4.w;
  gl_FragData[0] = c;
}

