uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  vec4 c_3;
  c_3.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)) * texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0));
  c_3.w = tmpvar_2.w;
  c_1.xyz = c_3.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}

