uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[3].xyz;
  vec4 c;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  vec4 c_i0_i1;
  c_i0_i1.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize (gl_TexCoord[2].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)) * 2.0));
  c_i0_i1.w = tmpvar_2.w;
  c = c_i0_i1;
  c.w = tmpvar_2.w;
  gl_FragData[0] = c;
}

