uniform sampler2D _BumpMap; uniform vec4 _Color; uniform samplerCube _Cube; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform vec4 _ReflectColor; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[3]; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[4]; vec4 tmpvar_4; tmpvar_4 = gl_TexCoord[5]; 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; vec2 tmpvar_9; vec3 v_10; vec3 tmpvar_11; tmpvar_11 = normalize(gl_TexCoord[1].xyz); v_10.xy = tmpvar_11.xy; v_10.z = (tmpvar_11.z + 0.42); tmpvar_9 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_11.xy / v_10.z)); vec4 tmpvar_12; tmpvar_12 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_9)); vec4 normal_13; normal_13.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_9)).wy * 2.0) - 1.0); normal_13.z = sqrt(((1.0 - (normal_13.x * normal_13.x) ) - (normal_13.y * normal_13.y))); vec3 tmpvar_14; tmpvar_14.x = dot (tmpvar_2.xyz, normal_13.xyz); tmpvar_14.y = dot (tmpvar_3.xyz, normal_13.xyz); tmpvar_14.z = dot (tmpvar_4.xyz, normal_13.xyz); reflcol_8 = (textureCube (_Cube, (tmpvar_7 - (2.0 * (dot (tmpvar_14, tmpvar_7) * tmpvar_14) ))) * tmpvar_12.w); light_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_6.xyz = (light_6.xyz + unity_Ambient.xyz); vec4 c_15; c_15.xyz = ((tmpvar_12 * _Color).xyz * light_6.xyz); c_15.w = (reflcol_8.w * _ReflectColor.w); col_5.w = c_15.w; col_5.xyz = (c_15.xyz + (reflcol_8.xyz * _ReflectColor.xyz)); gl_FragData[0] = col_5; } // stats: 32 alu 5 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [6] loc 4 // uniforms: 4 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Parallax (high float) 1x1 [-1] // #2: _ReflectColor (high float) 4x1 [-1] // #3: unity_Ambient (high float) 4x1 [-1] // textures: 5 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _Cube (high cube) 0x0 [-1] // #2: _LightBuffer (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1] // #4: _ParallaxMap (high 2d) 0x0 [-1]