uniform vec4 _WorldSpaceLightPos0;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _ShadowMapTexture;
uniform vec4 _LightColor0;
uniform sampler2D _Control;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[1];
  vec4 c_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_Control, tmpvar_1.xy);
  vec3 tmpvar_5;
  tmpvar_5 = ((((tmpvar_4.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_4.y * texture2D (_Splat1, tmpvar_2.xy).xyz)) + (tmpvar_4.z * texture2D (_Splat2, tmpvar_2.zw).xyz)) + (tmpvar_4.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz));
  vec4 c_6;
  c_6.xyz = ((tmpvar_5 * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[3].xyz, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[5]).x) * 2.0));
  c_6.w = 0.0;
  c_3.w = c_6.w;
  c_3.xyz = (c_6.xyz + (tmpvar_5 * gl_TexCoord[4].xyz));
  gl_FragData[0] = c_3;
}

