uniform sampler2D _BumpMap; uniform sampler2D _ColorControl; uniform vec4 _horizonColor; void main () { vec4 col_1; vec4 normal_2; normal_2.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0); normal_2.z = sqrt(((1.0 - (normal_2.x * normal_2.x) ) - (normal_2.y * normal_2.y))); 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))); vec4 tmpvar_4; tmpvar_4 = texture2D (_ColorControl, vec2(dot (gl_TexCoord[2].xyz, ((normal_2.xyz + normal_3.xyz) * 0.5)))); col_1.xyz = mix (tmpvar_4.xyz, _horizonColor.xyz, tmpvar_4.www); col_1.w = _horizonColor.w; gl_FragData[0] = col_1; } // stats: 18 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 1 (total size: 0) // #0: _horizonColor (high float) 4x1 [-1] // textures: 2 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _ColorControl (high 2d) 0x0 [-1]