uniform vec4 _WorldSpaceLightPos0;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  float tmpvar_3;
  tmpvar_3 = tmpvar_2.w;
  vec4 c_4;
  c_4.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * (max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)) * 2.0));
  c_4.w = tmpvar_3;
  c_1.xyz = (c_4.xyz + (tmpvar_2.xyz * gl_TexCoord[2].xyz));
  c_1.w = tmpvar_3;
  gl_FragData[0] = c_1;
}

