uniform sampler2D _BumpMap; uniform samplerCube _Cube; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 c_2; vec3 wn_3; vec4 normal_4; normal_4.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0); normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x) ) - (normal_4.y * normal_4.y))); vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, gl_TexCoord[0].xy); wn_3.x = dot (gl_TexCoord[3].xyz, normal_4.xyz); wn_3.y = dot (gl_TexCoord[4].xyz, normal_4.xyz); wn_3.z = dot (gl_TexCoord[5].xyz, normal_4.xyz); c_2 = (gl_LightModel.ambient * tmpvar_5); c_2.xyz = (c_2.xyz * 2.0); gl_FragData[0] = (c_2 + ((textureCube (_Cube, (tmpvar_1 - (2.0 * (dot (wn_3, tmpvar_1) * wn_3))) ) * _ReflectColor) * tmpvar_5.w)); } // stats: 19 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [6] loc 4 // uniforms: 2 (total size: 0) // #0: gl_LightModel (high other) 0x0 [-1] // #1: _ReflectColor (high float) 4x1 [-1] // textures: 3 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _Cube (high cube) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]