uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _Detail;
uniform vec4 _Color;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[3];
  vec4 c_3;
  vec4 c_4;
  vec4 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
  c_4.w = tmpvar_5.w;
  c_4.xyz = (tmpvar_5.xyz * (texture2D (_Detail, tmpvar_1.zw).xyz * 2.0));
  vec4 c_6;
  c_6.xyz = ((c_4.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].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_6.w = c_4.w;
  c_3.xyz = c_6.xyz;
  c_3.w = 0.0;
  gl_FragData[0] = c_3;
}

