uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 c_2;
  float tmpvar_3;
  vec4 c_4;
  c_4 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
  tmpvar_3 = c_4.w;
  vec4 normal_5;
  normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
  normal_5.z = sqrt(((1.0 - 
    (normal_5.x * normal_5.x)
  ) - (normal_5.y * normal_5.y)));
  float x_6;
  x_6 = (c_4.w - _Cutoff);
  if ((x_6 < 0.0)) {
    discard;
  };
  vec4 c_7;
  c_7.xyz = ((c_4.xyz * _LightColor0.xyz) * (max (0.0, 
    dot (normal_5.xyz, gl_TexCoord[1].xyz)
  ) * 2.0));
  c_7.w = tmpvar_3;
  c_2.xyz = c_7.xyz;
  c_2.w = tmpvar_3;
  gl_FragData[0] = c_2;
}


// stats: 15 alu 3 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 3 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _Cutoff (high float) 1x1 [-1]
//  #2: _LightColor0 (high float) 4x1 [-1]
// textures: 2
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
