uniform vec4 _LightColor0;
uniform samplerCube _Cube;
void main ()
{
  vec4 c_1;
  vec4 c_2;
  c_2.xyz = ((textureCube (_Cube, gl_TexCoord[0].xyz).xyz * _LightColor0.xyz) * (max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)) * 2.0));
  c_2.w = 0.0;
  c_1.xyz = c_2.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}

