uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _BumpMap;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[2].xyz;
  vec4 c;
  vec2 tmpvar_2;
  tmpvar_2 = gl_TexCoord[0].xy;
  vec4 normal;
  normal.xy = ((texture2D (_BumpMap, tmpvar_2).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_2).xyz * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, normalize (gl_TexCoord[1].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)) * 2.0));
  c_i0.w = 0.0;
  c = c_i0;
  c.w = 0.0;
  gl_FragData[0] = c;
}

