uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightMap;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 c;
  vec2 tmpvar_2;
  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)));
  vec4 c_i0;
  c_i0.xyz = (((texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz) * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, gl_TexCoord[1].xyz)) * texture2D (_LightTexture0, gl_TexCoord[2].xy).w) * 2.0));
  c_i0.w = (texture2D (_LightMap, tmpvar_2).w * _Color.w);
  c = c_i0;
  c.w = 0.0;
  gl_FragData[0] = c;
}

