#version 300 es
layout(location=0) out mediump vec4 _glesFragData[4];
uniform highp vec4 _WorldSpaceLightPos0;
uniform lowp vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform mediump mat4 _LightMatrix0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
in highp vec2 xlv_TEXCOORD0;
in lowp vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main ()
{
  lowp vec4 c_1;
  lowp float atten_2;
  mediump vec4 lightCoord_3;
  highp vec3 tmpvar_4;
  tmpvar_4 = normalize((_WorldSpaceLightPos0.xyz - xlv_TEXCOORD2));
  lowp vec3 tmpvar_5;
  lowp float tmpvar_6;
  mediump vec4 c_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture (_MainTex, xlv_TEXCOORD0);
  c_7 = tmpvar_8;
  tmpvar_5 = c_7.xyz;
  tmpvar_6 = c_7.w;
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = xlv_TEXCOORD2;
  highp vec4 tmpvar_10;
  tmpvar_10 = (_LightMatrix0 * tmpvar_9);
  lightCoord_3 = tmpvar_10;
  lowp vec4 tmpvar_11;
  mediump vec2 P_12;
  P_12 = ((lightCoord_3.xy / lightCoord_3.w) + 0.5);
  tmpvar_11 = texture (_LightTexture0, P_12);
  mediump float tmpvar_13;
  tmpvar_13 = dot (lightCoord_3.xyz, lightCoord_3.xyz);
  lowp vec4 tmpvar_14;
  tmpvar_14 = texture (_LightTextureB0, vec2(tmpvar_13));
  mediump float tmpvar_15;
  tmpvar_15 = ((float(
    (lightCoord_3.z > 0.0)
  ) * tmpvar_11.w) * tmpvar_14.w);
  atten_2 = tmpvar_15;
  lowp vec3 lightDir_16;
  lightDir_16 = tmpvar_4;
  lowp vec4 c_17;
  c_17.xyz = ((tmpvar_5 * _LightColor0.xyz) * ((
    max (0.0, dot (xlv_TEXCOORD1, lightDir_16))
   * atten_2) * 2.0));
  c_17.w = tmpvar_6;
  c_1.xyz = c_17.xyz;
  c_1.w = 0.0;
  _glesFragData[0] = c_1;
}


// stats: 18 alu 3 tex 0 flow
// inputs: 3
//  #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
//  #1: xlv_TEXCOORD1 (low float) 3x1 [-1]
//  #2: xlv_TEXCOORD2 (high float) 3x1 [-1]
// uniforms: 3 (total size: 0)
//  #0: _WorldSpaceLightPos0 (high float) 4x1 [-1]
//  #1: _LightColor0 (low float) 4x1 [-1]
//  #2: _LightMatrix0 (medium float) 4x4 [-1]
// textures: 3
//  #0: _LightTexture0 (low 2d) 0x0 [-1]
//  #1: _LightTextureB0 (low 2d) 0x0 [-1]
//  #2: _MainTex (low 2d) 0x0 [-1]
