uniform sampler2D _BumpMap; uniform vec4 _Color; uniform samplerCube _Cube; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform vec4 _ReflectColor; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[3]; vec4 c_3; vec3 tmpvar_4; vec2 tmpvar_5; vec3 v_6; vec3 tmpvar_7; tmpvar_7 = normalize(gl_TexCoord[1].xyz); 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))); vec4 c_10; c_10.xyz = (((tmpvar_8 * _Color).xyz * _LightColor0.xyz) * (( max (0.0, dot (normal_9.xyz, normalize(gl_TexCoord[2].xyz))) * ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w) ) * 2.0)); c_10.w = ((textureCube (_Cube, tmpvar_4) * tmpvar_8.w).w * _ReflectColor.w); c_3.xyz = c_10.xyz; c_3.w = 0.0; gl_FragData[0] = c_3; } // stats: 34 alu 6 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 4 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _Parallax (high float) 1x1 [-1] // #3: _ReflectColor (high float) 4x1 [-1] // textures: 6 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _Cube (high cube) 0x0 [-1] // #2: _LightTexture0 (high 2d) 0x0 [-1] // #3: _LightTextureB0 (high 2d) 0x0 [-1] // #4: _MainTex (high 2d) 0x0 [-1] // #5: _ParallaxMap (high 2d) 0x0 [-1]