uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[3].xyz;
  vec4 c_2;
  vec4 c_3;
  c_3.xyz = ((gl_TexCoord[0].xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)) * 2.0));
  c_3.w = 0.0;
  c_2.xyz = c_3.xyz;
  c_2.w = 0.0;
  gl_FragData[0] = c_2;
}

