uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
void main ()
{
  vec4 c;
  vec4 c_i0;
  c_i0.xyz = (((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * 0.5) * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)) * texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0));
  c_i0.w = 0.0;
  c = c_i0;
  c.w = 0.0;
  gl_FragData[0] = c;
}

