uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform samplerCube _Cube;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 c;
  vec3 wn;
  vec4 normal_i0;
  normal_i0.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0);
  normal_i0.z = sqrt (((1.0 - (normal_i0.x * normal_i0.x)) - (normal_i0.y * normal_i0.y)));
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy);
  wn.x = dot (gl_TexCoord[3].xyz, normal_i0.xyz);
  wn.y = dot (gl_TexCoord[4].xyz, normal_i0.xyz);
  wn.z = dot (gl_TexCoord[5].xyz, normal_i0.xyz);
  vec4 tmpvar_2;
  tmpvar_2 = (gl_LightModel.ambient * tmpvar_1);
  c = tmpvar_2;
  c.xyz = (tmpvar_2.xyz * 2.0);
  gl_FragData[0] = (c + ((textureCube (_Cube, reflect (gl_TexCoord[2].xyz, wn)) * _ReflectColor) * tmpvar_1.w));
}

