uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[3].xyz;
  vec4 c_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
  float tmpvar_5;
  tmpvar_5 = (tmpvar_4.w * _Color.w);
  vec4 normal_6;
  normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
  normal_6.z = sqrt(((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y)));
  vec3 tmpvar_7;
  tmpvar_7 = normalize(gl_TexCoord[1].xyz);
  float atten_8;
  atten_8 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w);
  vec4 c_9;
  float tmpvar_10;
  tmpvar_10 = (pow (max (0.0, dot (normal_6.xyz, normalize((tmpvar_7 + normalize(gl_TexCoord[2].xyz))))), (_Shininess * 128.0)) * tmpvar_4.w);
  c_9.xyz = (((((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_6.xyz, tmpvar_7))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_10)) * (atten_8 * 2.0));
  c_9.w = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_10) * atten_8));
  c_3.xyz = c_9.xyz;
  c_3.w = tmpvar_5;
  gl_FragData[0] = c_3;
}

