uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[1].xyz;
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[4];
  vec4 c_3;
  float x_4;
  x_4 = (fract(((tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5);
  if ((x_4 < 0.0)) {
    discard;
  };
  vec4 c_5;
  c_5.xyz = ((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[2].xyz, normalize(gl_TexCoord[3].xyz))) * ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)) * 2.0));
  c_5.w = 0.0;
  c_3.xyz = c_5.xyz;
  c_3.w = 0.0;
  gl_FragData[0] = c_3;
}

