uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[2];
  vec4 c_2;
  vec4 c_3;
  c_3.xyz = ((vec3(0.5, 0.5, 0.5) * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[0].xyz, normalize(gl_TexCoord[1].xyz))) * ((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w)) * 2.0));
  c_3.w = 0.0;
  c_2.xyz = c_3.xyz;
  c_2.w = 0.0;
  gl_FragData[0] = c_2;
}

