uniform sampler2D _Control;
uniform vec4 _LightColor0;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _Splat0;
uniform sampler2D _Splat1;
uniform sampler2D _Splat2;
uniform sampler2D _Splat3;
uniform vec4 _WorldSpaceLightPos0;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[1];
  vec4 c_3;
  vec3 col_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_Control, tmpvar_1.xy);
  col_4 = (tmpvar_5.x * texture2D (_Splat0, tmpvar_1.zw).xyz);
  col_4 = (col_4 + (tmpvar_5.y * texture2D (_Splat1, tmpvar_2.xy).xyz));
  col_4 = (col_4 + (tmpvar_5.z * texture2D (_Splat2, tmpvar_2.zw).xyz));
  col_4 = (col_4 + (tmpvar_5.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz));
  vec4 c_6;
  c_6.xyz = ((col_4 * _LightColor0.xyz) * ((
    max (0.0, dot (gl_TexCoord[3].xyz, _WorldSpaceLightPos0.xyz))
   * texture2DProj (_ShadowMapTexture, gl_TexCoord[5]).x) * 2.0));
  c_6.w = 0.0;
  c_3.w = c_6.w;
  c_3.xyz = (c_6.xyz + (col_4 * gl_TexCoord[4].xyz));
  gl_FragData[0] = c_3;
}


// stats: 16 alu 6 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [6] loc 4
// uniforms: 2 (total size: 0)
//  #0: _LightColor0 (high float) 4x1 [-1]
//  #1: _WorldSpaceLightPos0 (high float) 4x1 [-1]
// textures: 6
//  #0: _Control (high 2d) 0x0 [-1]
//  #1: _ShadowMapTexture (high 2d) 0x0 [-1]
//  #2: _Splat0 (high 2d) 0x0 [-1]
//  #3: _Splat1 (high 2d) 0x0 [-1]
//  #4: _Splat2 (high 2d) 0x0 [-1]
//  #5: _Splat3 (high 2d) 0x0 [-1]
