uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform float _Shininess;
uniform vec4 _SpecColor;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[2].xyz;
  vec4 c_3;
  vec3 tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
  tmpvar_4 = (tmpvar_5.xyz * _Color.xyz);
  vec4 normal_6;
  normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
  normal_6.z = sqrt(((1.0 - 
    (normal_6.x * normal_6.x)
  ) - (normal_6.y * normal_6.y)));
  vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_ShadowMapTexture, gl_TexCoord[4]);
  vec4 c_8;
  float spec_9;
  spec_9 = (pow (max (0.0, 
    dot (normal_6.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[1].xyz))))
  ), (_Shininess * 128.0)) * tmpvar_5.w);
  c_8.xyz = (((
    (tmpvar_4 * _LightColor0.xyz)
   * 
    max (0.0, dot (normal_6.xyz, tmpvar_2))
  ) + (
    (_LightColor0.xyz * _SpecColor.xyz)
   * spec_9)) * (tmpvar_7.x * 2.0));
  c_8.w = ((tmpvar_5.w * _Color.w) + ((_LightColor0.w * _SpecColor.w) * (spec_9 * tmpvar_7.x)));
  c_3.w = c_8.w;
  c_3.xyz = (c_8.xyz + (tmpvar_4 * gl_TexCoord[3].xyz));
  gl_FragData[0] = c_3;
}


// stats: 32 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 4 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _LightColor0 (high float) 4x1 [-1]
//  #2: _Shininess (high float) 1x1 [-1]
//  #3: _SpecColor (high float) 4x1 [-1]
// textures: 3
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
//  #2: _ShadowMapTexture (high 2d) 0x0 [-1]
