uniform vec4 _Color; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 light_2; vec4 c_3; vec3 v_4; vec3 tmpvar_5; tmpvar_5 = normalize(gl_TexCoord[1].xyz); v_4.xy = tmpvar_5.xy; v_4.z = (tmpvar_5.z + 0.42); c_3 = (texture2D (_MainTex, (tmpvar_1.xy + ( ((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_5.xy / v_4.z) ))) * _Color); light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_2.xyz = (light_2.xyz + unity_Ambient.xyz); vec4 c_6; c_6.xyz = (c_3.xyz * light_2.xyz); c_6.w = c_3.w; gl_FragData[0] = c_6; } // stats: 13 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 3 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Parallax (high float) 1x1 [-1] // #2: unity_Ambient (high float) 4x1 [-1] // textures: 3 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1] // #2: _ParallaxMap (high 2d) 0x0 [-1]