uniform sampler2D _Decal;
uniform sampler2D _DecalBump;
uniform vec4 _LightColor0;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 c_2;
  vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_Decal, tmpvar_1.xy).xyz * 0.5);
  vec4 normal_4;
  normal_4.xy = ((texture2D (_DecalBump, 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)));
  vec4 c_5;
  c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((
    max (0.0, dot (normal_4.xyz, gl_TexCoord[1].xyz))
   * texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0));
  c_5.w = 0.0;
  c_2.w = c_5.w;
  c_2.xyz = (c_5.xyz + (tmpvar_3 * gl_TexCoord[2].xyz));
  gl_FragData[0] = c_2;
}


// stats: 17 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 1 (total size: 0)
//  #0: _LightColor0 (high float) 4x1 [-1]
// textures: 3
//  #0: _Decal (high 2d) 0x0 [-1]
//  #1: _DecalBump (high 2d) 0x0 [-1]
//  #2: _ShadowMapTexture (high 2d) 0x0 [-1]
