uniform sampler2D _SpecMap;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[1].xyz;
  vec4 tmpvar_3;
  tmpvar_3 = gl_TexCoord[4];
  vec4 c;
  vec3 tmpvar_4;
  tmpvar_4 = normalize (gl_TexCoord[2].xyz);
  vec3 LightCoord_i0;
  LightCoord_i0 = tmpvar_3.xyz;
  vec4 c_i0;
  c_i0.xyz = (((((texture2D (_MainTex, tmpvar_1.xy).xyz * 0.3) * _LightColor0.xyz) * max (0.0, dot (tmpvar_2, tmpvar_4))) + (_LightColor0.xyz * (pow (max (0.0, dot (tmpvar_2, normalize ((tmpvar_4 + normalize (gl_TexCoord[3].xyz))))), 32.0) * texture2D (_SpecMap, tmpvar_1.zw).xyz))) * (((float((tmpvar_3.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_3.xy / tmpvar_3.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w) * 2.0));
  c_i0.w = 0.0;
  c = c_i0;
  c.w = 0.0;
  gl_FragData[0] = c;
}

