uniform sampler2D _BumpMap; uniform vec4 _Color; uniform samplerCube _Cube; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; uniform vec4 _SpecColor; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[2]; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[3]; vec4 tmpvar_4; tmpvar_4 = gl_TexCoord[4]; vec4 col_5; vec4 light_6; vec3 tmpvar_7; tmpvar_7.x = tmpvar_2.w; tmpvar_7.y = tmpvar_3.w; tmpvar_7.z = tmpvar_4.w; vec4 reflcol_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, tmpvar_1.xy); vec4 normal_10; normal_10.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_10.z = sqrt(((1.0 - (normal_10.x * normal_10.x) ) - (normal_10.y * normal_10.y))); vec3 tmpvar_11; tmpvar_11.x = dot (tmpvar_2.xyz, normal_10.xyz); tmpvar_11.y = dot (tmpvar_3.xyz, normal_10.xyz); tmpvar_11.z = dot (tmpvar_4.xyz, normal_10.xyz); reflcol_8 = (textureCube (_Cube, (tmpvar_7 - (2.0 * (dot (tmpvar_11, tmpvar_7) * tmpvar_11) ))) * tmpvar_9.w); light_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_6.xyz = (light_6.xyz + unity_Ambient.xyz); vec4 c_12; float spec_13; spec_13 = (light_6.w * tmpvar_9.w); c_12.xyz = (((tmpvar_9 * _Color).xyz * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_13)); c_12.w = ((reflcol_8.w * _ReflectColor.w) + (spec_13 * _SpecColor.w)); col_5.w = c_12.w; col_5.xyz = (c_12.xyz + (reflcol_8.xyz * _ReflectColor.xyz)); gl_FragData[0] = col_5; } // stats: 29 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [5] loc 4 // uniforms: 4 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _ReflectColor (high float) 4x1 [-1] // #2: _SpecColor (high float) 4x1 [-1] // #3: unity_Ambient (high float) 4x1 [-1] // textures: 4 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _Cube (high cube) 0x0 [-1] // #2: _LightBuffer (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1]