uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[3].xyz;
  vec4 c_3;
  vec3 tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
  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)));
  vec3 tmpvar_7;
  tmpvar_7 = normalize(gl_TexCoord[1].xyz);
  vec4 tmpvar_8;
  tmpvar_8 = texture2D (_LightTexture0, vec2(dot (tmpvar_2, tmpvar_2)));
  vec4 c_9;
  float tmpvar_10;
  tmpvar_10 = (pow (max (0.0, dot (normal_6.xyz, normalize((tmpvar_7 + normalize(gl_TexCoord[2].xyz))))), (_Shininess * 128.0)) * tmpvar_5.w);
  c_9.xyz = (((((tmpvar_5 * _Color).xyz * _LightColor0.xyz) * max (0.0, dot (normal_6.xyz, tmpvar_7))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_10)) * (tmpvar_8.w * 2.0));
  c_9.w = (((textureCube (_Cube, tmpvar_4) * tmpvar_5.w).w * _ReflectColor.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_10) * tmpvar_8.w));
  c_3.xyz = c_9.xyz;
  c_3.w = 0.0;
  gl_FragData[0] = c_3;
}

