uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform float _Cutoff;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[3];
  vec4 c_2;
  vec4 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
  float tmpvar_4;
  tmpvar_4 = tmpvar_3.w;
  float x_5;
  x_5 = (tmpvar_3.w - _Cutoff);
  if ((x_5 < 0.0)) {
    discard;
  };
  vec4 c_6;
  c_6.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz))) * ((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w)) * 2.0));
  c_6.w = tmpvar_4;
  c_2.xyz = c_6.xyz;
  c_2.w = tmpvar_4;
  gl_FragData[0] = c_2;
}

