uniform vec3 Lamp0Dir;
uniform vec4 FogParams;
uniform vec3 FogColor;
uniform sampler2D DiffuseMap;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[2];
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[3];
  vec4 oColor0_3;
  vec4 tmpvar_4;
  tmpvar_4 = ((texture2D (DiffuseMap, gl_TexCoord[0].xy) * gl_Color) + (gl_SecondaryColor * pow (clamp (dot (normalize (tmpvar_2.xyz), normalize ((-(Lamp0Dir) + normalize (tmpvar_1.xyz)))), 0.000000, 1.00000), tmpvar_2.w)));
  oColor0_3 = tmpvar_4;
  oColor0_3.xyz = mix (FogColor, tmpvar_4.xyz, vec3(clamp (((FogParams.z - tmpvar_1.w) * FogParams.w), 0.000000, 1.00000)));
  gl_FragData[0] = oColor0_3;
}

