uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform float _Shininess; uniform vec4 _SpecColor; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[1].xyz; vec3 tmpvar_3; tmpvar_3 = gl_TexCoord[3].xyz; vec4 c_4; vec4 c_5; vec2 tmpvar_6; vec3 v_7; vec3 tmpvar_8; tmpvar_8 = normalize(tmpvar_2); v_7.xy = tmpvar_8.xy; v_7.z = (tmpvar_8.z + 0.42); tmpvar_6 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_8.xy / v_7.z)); vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_6)); c_5 = (tmpvar_9 * _Color); vec4 normal_10; normal_10.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_6)).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 = normalize(gl_TexCoord[2].xyz); float atten_12; atten_12 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_3, tmpvar_3))).w * textureCube (_LightTexture0, tmpvar_3).w); vec4 c_13; float spec_14; spec_14 = (pow (max (0.0, dot (normal_10.xyz, normalize((tmpvar_11 + normalize(tmpvar_2)))) ), (_Shininess * 128.0)) * tmpvar_9.w); c_13.xyz = ((( (c_5.xyz * _LightColor0.xyz) * max (0.0, dot (normal_10.xyz, tmpvar_11)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_14)) * (atten_12 * 2.0)); c_13.w = (c_5.w + ((_LightColor0.w * _SpecColor.w) * (spec_14 * atten_12))); c_4.xyz = c_13.xyz; c_4.w = 0.0; gl_FragData[0] = c_4; } // stats: 42 alu 5 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 5 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _Parallax (high float) 1x1 [-1] // #3: _Shininess (high float) 1x1 [-1] // #4: _SpecColor (high float) 4x1 [-1] // textures: 5 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _LightTexture0 (high cube) 0x0 [-1] // #2: _LightTextureB0 (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1] // #4: _ParallaxMap (high 2d) 0x0 [-1]