uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
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;
  vec3 tmpvar_3;
  tmpvar_3 = gl_TexCoord[3].xyz;
  vec3 tmpvar_4;
  tmpvar_4 = gl_TexCoord[4].xyz;
  vec4 c;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, gl_TexCoord[0].xy);
  vec3 tmpvar_6;
  tmpvar_6 = (tmpvar_5.xyz * _Color.xyz);
  float tmpvar_7;
  tmpvar_7 = (tmpvar_5.w * _Color.w);
  float x;
  x = (tmpvar_7 - _Cutoff);
  if ((x < 0.0)) {
    discard;
  };
  vec3 tmpvar_8;
  tmpvar_8 = normalize (tmpvar_2);
  float atten;
  atten = (texture2D (_LightTextureB0, vec2(dot (tmpvar_4, tmpvar_4))).w * textureCube (_LightTexture0, tmpvar_4).w);
  vec4 c_i0;
  float tmpvar_9;
  tmpvar_9 = (pow (max (0.0, dot (tmpvar_1, normalize ((tmpvar_8 + normalize (tmpvar_3))))), (_Shininess * 128.0)) * tmpvar_5.w);
  c_i0.xyz = ((((tmpvar_6 * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_8))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_9)) * (atten * 2.0));
  c_i0.w = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_9) * atten));
  c = c_i0;
  c.w = tmpvar_7;
  gl_FragData[0] = c;
}

