uniform sampler2D _ShadowMapTexture;
uniform vec4 _LightColor0;
uniform sampler2D _DecalBump;
uniform sampler2D _Decal;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 c;
  vec3 tmpvar_2;
  tmpvar_2 = (texture2D (_Decal, tmpvar_1.xy).xyz * 0.5);
  vec4 normal;
  normal.xy = ((texture2D (_DecalBump, 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 = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, gl_TexCoord[1].xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0));
  c_i0.w = 0.0;
  c = c_i0;
  c.xyz = (c_i0.xyz + (tmpvar_2 * gl_TexCoord[2].xyz));
  gl_FragData[0] = c;
}

