uniform vec4 _Color; uniform sampler2D _Illum; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 col_2; vec4 light_3; vec4 c_4; vec2 tmpvar_5; vec3 v_6; vec3 tmpvar_7; tmpvar_7 = normalize(gl_TexCoord[2].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)); c_4 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5)) * _Color); light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[3]))); light_3.xyz = (light_3.xyz + unity_Ambient.xyz); vec4 c_8; c_8.xyz = (c_4.xyz * light_3.xyz); c_8.w = c_4.w; col_2.w = c_8.w; col_2.xyz = (c_8.xyz + (c_4.xyz * texture2D (_Illum, (gl_TexCoord[1].xy + tmpvar_5)).w)); gl_FragData[0] = col_2; } // stats: 16 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 3 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Parallax (high float) 1x1 [-1] // #2: unity_Ambient (high float) 4x1 [-1] // textures: 4 // #0: _Illum (high 2d) 0x0 [-1] // #1: _LightBuffer (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1] // #3: _ParallaxMap (high 2d) 0x0 [-1]