uniform sampler2D _BumpMap;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[2];
  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)));
  vec4 c_5;
  c_5.xyz = ((texture2D (_MainTex, tmpvar_1).xyz * _LightColor0.xyz) * ((
    max (0.0, dot (normal_4.xyz, normalize(gl_TexCoord[1].xyz)))
   * 
    ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)
  ) * 2.0));
  c_5.w = 0.0;
  c_3.xyz = c_5.xyz;
  c_3.w = 0.0;
  gl_FragData[0] = c_3;
}


// stats: 23 alu 4 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
//  #0: _LightColor0 (high float) 4x1 [-1]
// textures: 4
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _LightTexture0 (high 2d) 0x0 [-1]
//  #2: _LightTextureB0 (high 2d) 0x0 [-1]
//  #3: _MainTex (high 2d) 0x0 [-1]
