uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform float _Cutoff;
uniform sampler2D _MainTex;
uniform float _Shininess;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 res_2;
  vec3 viewN_3;
  vec4 normal_4;
  normal_4.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
  normal_4.z = sqrt(((1.0 - 
    (normal_4.x * normal_4.x)
  ) - (normal_4.y * normal_4.y)));
  float x_5;
  x_5 = ((texture2D (_MainTex, tmpvar_1.xy).w * _Color.w) - _Cutoff);
  if ((x_5 < 0.0)) {
    discard;
  };
  viewN_3.x = dot (gl_TexCoord[1].xyz, normal_4.xyz);
  viewN_3.y = dot (gl_TexCoord[2].xyz, normal_4.xyz);
  viewN_3.z = dot (gl_TexCoord[3].xyz, normal_4.xyz);
  res_2.xyz = ((viewN_3 * vec3(0.5, 0.5, -0.5)) + 0.5);
  res_2.w = _Shininess;
  gl_FragData[0] = res_2;
}


// stats: 15 alu 3 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 3 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _Cutoff (high float) 1x1 [-1]
//  #2: _Shininess (high float) 1x1 [-1]
// textures: 2
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
