uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _GlossMap;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Shininess;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[3].xyz;
  vec4 c_3;
  vec4 normal_4;
  normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0);
  normal_4.z = sqrt(((1.0 - 
    (normal_4.x * normal_4.x)
  ) - (normal_4.y * normal_4.y)));
  vec3 tmpvar_5;
  tmpvar_5 = normalize(gl_TexCoord[1].xyz);
  float atten_6;
  atten_6 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w);
  vec4 c_7;
  float spec_8;
  spec_8 = (pow (max (0.0, 
    dot (normal_4.xyz, normalize((tmpvar_5 + normalize(gl_TexCoord[2].xyz))))
  ), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_1).w);
  c_7.xyz = (((
    ((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz)
   * 
    max (0.0, dot (normal_4.xyz, tmpvar_5))
  ) + (_LightColor0.xyz * spec_8)) * (atten_6 * 2.0));
  c_7.w = ((_LightColor0.w * spec_8) * (atten_6 * _Color.w));
  c_3.xyz = c_7.xyz;
  c_3.w = 0.0;
  gl_FragData[0] = c_3;
}


// stats: 31 alu 5 tex 0 flow
// inputs: 2
//  #0: gl_Color (high float) 4x1 [-1] loc 1
//  #1: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 3 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _LightColor0 (high float) 4x1 [-1]
//  #2: _Shininess (high float) 1x1 [-1]
// textures: 5
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _GlossMap (high 2d) 0x0 [-1]
//  #2: _LightTexture0 (high cube) 0x0 [-1]
//  #3: _LightTextureB0 (high 2d) 0x0 [-1]
//  #4: _MainTex (high 2d) 0x0 [-1]
