uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform float _Shininess; uniform vec4 _SpecColor; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[1].xyz; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[3]; vec4 c_4; vec2 tmpvar_5; vec3 v_6; vec3 tmpvar_7; tmpvar_7 = normalize(tmpvar_2); v_6.xy = tmpvar_7.xy; v_6.z = (tmpvar_7.z + 0.42); tmpvar_5 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v_6.z)); vec4 tmpvar_8; tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5)); vec4 normal_9; normal_9.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_5)).wy * 2.0) - 1.0); normal_9.z = sqrt(((1.0 - (normal_9.x * normal_9.x) ) - (normal_9.y * normal_9.y))); vec3 tmpvar_10; tmpvar_10 = normalize(gl_TexCoord[2].xyz); float atten_11; atten_11 = ((float( (tmpvar_3.z > 0.0) ) * texture2D (_LightTexture0, ( (tmpvar_3.xy / tmpvar_3.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_3.xyz, tmpvar_3.xyz))).w); vec4 c_12; float spec_13; spec_13 = (pow (max (0.0, dot (normal_9.xyz, normalize((tmpvar_10 + normalize(tmpvar_2)))) ), (_Shininess * 128.0)) * tmpvar_8.w); c_12.xyz = ((( ((tmpvar_8.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_9.xyz, tmpvar_10)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_13)) * (atten_11 * 2.0)); c_12.w = ((tmpvar_8.w * _Color.w) + ((_LightColor0.w * _SpecColor.w) * (spec_13 * atten_11))); c_4.xyz = c_12.xyz; c_4.w = 0.0; gl_FragData[0] = c_4; } // stats: 48 alu 5 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 5 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _Parallax (high float) 1x1 [-1] // #3: _Shininess (high float) 1x1 [-1] // #4: _SpecColor (high float) 4x1 [-1] // textures: 5 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _LightTexture0 (high 2d) 0x0 [-1] // #2: _LightTextureB0 (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1] // #4: _ParallaxMap (high 2d) 0x0 [-1]