uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _DecalTex;
uniform vec4 _Color;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 c_2;
  vec4 c_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
  c_3.w = tmpvar_4.w;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw);
  c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www);
  vec4 tmpvar_6;
  tmpvar_6 = (c_3 * _Color);
  c_3 = tmpvar_6;
  vec4 c_7;
  c_7.xyz = ((tmpvar_6.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_7.w = tmpvar_6.w;
  c_2.xyz = c_7.xyz;
  c_2.w = 0.0;
  gl_FragData[0] = c_2;
}

