uniform vec4 _WorldSpaceLightPos0;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform float _Cutoff;
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;
  float x_4;
  x_4 = (tmpvar_2.w - _Cutoff);
  if ((x_4 < 0.0)) {
    discard;
  };
  vec4 c_5;
  c_5.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0));
  c_5.w = tmpvar_3;
  c_1.xyz = (c_5.xyz + (tmpvar_2.xyz * gl_TexCoord[2].xyz));
  c_1.w = tmpvar_3;
  gl_FragData[0] = c_1;
}

