varying highp vec2 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_COLOR0;
varying highp vec2 xlv_TEXCOORD0;
uniform mediump float _TranslucencyViewDependency;
uniform sampler2D _TranslucencyMap;
uniform mediump vec3 _TranslucencyColor;
uniform mediump float _ShadowStrength;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform highp vec4 _LightColor0;
uniform highp float _Cutoff;
uniform highp vec4 _Color;
uniform sampler2D _BumpSpecMap;
void main ()
{
  mediump vec4 c_1;
  mediump vec3 lightDir_2;
  mediump vec3 tmpvar_3;
  mediump float tmpvar_4;
  mediump vec4 norspc_5;
  mediump vec4 trngls_6;
  mediump vec4 c_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0);
  c_7 = tmpvar_8;
  highp vec3 tmpvar_9;
  tmpvar_9 = ((c_7.xyz * _Color.xyz) * xlv_COLOR0.w);
  tmpvar_3 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_TranslucencyMap, xlv_TEXCOORD0);
  trngls_6 = tmpvar_10;
  highp float tmpvar_11;
  tmpvar_11 = (trngls_6.w * _Color.x);
  tmpvar_4 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (_BumpSpecMap, xlv_TEXCOORD0);
  norspc_5 = tmpvar_12;
  mediump vec4 normal_13;
  normal_13.xy = ((norspc_5.wy * 2.0) - 1.0);
  normal_13.z = sqrt(((1.0 - (normal_13.x * normal_13.x)) - (normal_13.y * normal_13.y)));
  highp float x_14;
  x_14 = (c_7.w - _Cutoff);
  if ((x_14 < 0.0)) {
    discard;
  };
  lightDir_2 = xlv_TEXCOORD1;
  highp vec3 tmpvar_15;
  tmpvar_15 = normalize(xlv_TEXCOORD2);
  lowp vec4 tmpvar_16;
  tmpvar_16 = texture2D (_LightTexture0, xlv_TEXCOORD3);
  mediump vec3 viewDir_17;
  viewDir_17 = tmpvar_15;
  mediump float atten_18;
  atten_18 = tmpvar_16.w;
  mediump vec4 c_19;
  mediump float tmpvar_20;
  tmpvar_20 = dot (normal_13.xyz, lightDir_2);
  mediump float tmpvar_21;
  tmpvar_21 = (pow (max (0.0, dot (normal_13.xyz, normalize((lightDir_2 + viewDir_17)))), (norspc_5.x * 128.0)) * tmpvar_4);
  c_19.xyz = (tmpvar_3 * ((((mix (clamp (-(tmpvar_20), 0.0, 1.0), clamp (dot (viewDir_17, -(lightDir_2)), 0.0, 1.0), _TranslucencyViewDependency) * trngls_6.z) * _TranslucencyColor) * 2.0) + max (0.0, ((tmpvar_20 * 0.6) + 0.4))));
  highp vec3 tmpvar_22;
  tmpvar_22 = ((c_19.xyz * _LightColor0.xyz) + tmpvar_21);
  c_19.xyz = tmpvar_22;
  c_19.xyz = (c_19.xyz * mix (2.0, (atten_18 * 2.0), _ShadowStrength));
  c_1.xyz = c_19.xyz;
  c_1.w = c_7.w;
  gl_FragData[0] = c_1;
}

