uniform float _BumpAmt; uniform sampler2D _BumpMap; uniform sampler2D _GrabTexture; uniform vec4 _GrabTexture_TexelSize; uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2.zw = tmpvar_1.zw; vec4 normal_3; normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0); normal_3.z = sqrt(((1.0 - (normal_3.x * normal_3.x) ) - (normal_3.y * normal_3.y))); tmpvar_2.xy = (((normal_3.xy * _BumpAmt) * (_GrabTexture_TexelSize.xy * tmpvar_1.z)) + tmpvar_1.xy); gl_FragData[0] = (texture2DProj (_GrabTexture, tmpvar_2) * texture2D (_MainTex, gl_TexCoord[2].xy)); } // stats: 12 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 2 (total size: 0) // #0: _BumpAmt (high float) 1x1 [-1] // #1: _GrabTexture_TexelSize (high float) 4x1 [-1] // textures: 3 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _GrabTexture (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]