uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[1].xyz;
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[4];
  vec4 c_3;
  float x_4;
  x_4 = (fract((
    (tmpvar_1.y + (tmpvar_1.z * 0.1))
   * 5.0)) - 0.5);
  if ((x_4 < 0.0)) {
    discard;
  };
  vec4 c_5;
  c_5.xyz = ((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _LightColor0.xyz) * ((
    max (0.0, dot (gl_TexCoord[2].xyz, normalize(gl_TexCoord[3].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_5.w = 0.0;
  c_3.xyz = c_5.xyz;
  c_3.w = 0.0;
  gl_FragData[0] = c_3;
}


// stats: 22 alu 4 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 1 (total size: 0)
//  #0: _LightColor0 (high float) 4x1 [-1]
// textures: 3
//  #0: _LightTexture0 (high 2d) 0x0 [-1]
//  #1: _LightTextureB0 (high 2d) 0x0 [-1]
//  #2: _MainTex (high 2d) 0x0 [-1]
