uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _MainTex;
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[2].xyz;
  vec4 c_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
  vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4.xyz * _Color.xyz);
  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)));
  vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_ShadowMapTexture, gl_TexCoord[4]);
  vec4 c_8;
  float tmpvar_9;
  tmpvar_9 = (pow (max (0.0, dot (normal_6.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[1].xyz))))), (_Shininess * 128.0)) * tmpvar_4.w);
  c_8.xyz = ((((tmpvar_5 * _LightColor0.xyz) * max (0.0, dot (normal_6.xyz, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_9)) * (tmpvar_7.x * 2.0));
  c_8.w = ((tmpvar_4.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_9) * tmpvar_7.x));
  c_3.w = c_8.w;
  c_3.xyz = (c_8.xyz + (tmpvar_5 * gl_TexCoord[3].xyz));
  gl_FragData[0] = c_3;
}

