uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
uniform float _Shininess;
uniform vec4 _SpecColor;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[1].xyz;
  vec4 c_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
  vec4 normal_5;
  normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
  normal_5.z = sqrt(((1.0 - 
    (normal_5.x * normal_5.x)
  ) - (normal_5.y * normal_5.y)));
  float atten_6;
  atten_6 = texture2D (_LightTexture0, gl_TexCoord[3].xy).w;
  vec4 c_7;
  float spec_8;
  spec_8 = (pow (max (0.0, 
    dot (normal_5.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[2].xyz))))
  ), (_Shininess * 128.0)) * tmpvar_4.w);
  c_7.xyz = (((
    ((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz)
   * 
    max (0.0, dot (normal_5.xyz, tmpvar_2))
  ) + (
    (_LightColor0.xyz * _SpecColor.xyz)
   * spec_8)) * (atten_6 * 2.0));
  c_7.w = ((tmpvar_4.w * _Color.w) + ((_LightColor0.w * _SpecColor.w) * (spec_8 * atten_6)));
  c_3.xyz = c_7.xyz;
  c_3.w = 0.0;
  gl_FragData[0] = c_3;
}


// stats: 31 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 4 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _LightColor0 (high float) 4x1 [-1]
//  #2: _Shininess (high float) 1x1 [-1]
//  #3: _SpecColor (high float) 4x1 [-1]
// textures: 3
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _LightTexture0 (high 2d) 0x0 [-1]
//  #2: _MainTex (high 2d) 0x0 [-1]
