uniform vec4 _Color; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 light_3; vec4 c_4; vec3 v_5; vec3 tmpvar_6; tmpvar_6 = normalize(gl_TexCoord[1].xyz); v_5.xy = tmpvar_6.xy; v_5.z = (tmpvar_6.z + 0.42); c_4 = (texture2D (_MainTex, (tmpvar_1.xy + ( ((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_6.xy / v_5.z) ))) * _Color); light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_3.xyz = (light_3.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0)))); vec4 c_7; c_7.xyz = (c_4.xyz * light_3.xyz); c_7.w = c_4.w; gl_FragData[0] = c_7; } // stats: 17 alu 5 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Parallax (high float) 1x1 [-1] // textures: 5 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1] // #2: _ParallaxMap (high 2d) 0x0 [-1] // #3: unity_Lightmap (high 2d) 0x0 [-1] // #4: unity_LightmapInd (high 2d) 0x0 [-1]