uniform vec4 _SpecColor; uniform float _Shininess; uniform vec4 _ReflectColor; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform samplerCube _Cube; uniform vec4 _Color; uniform sampler2D _BumpMap; 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; vec3 tmpvar_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)); 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); vec4 tmpvar_12; tmpvar_12 = texture2D (_LightTexture0, vec2(dot (tmpvar_3, tmpvar_3))); vec4 c_13; float tmpvar_14; tmpvar_14 = (pow (max (0.0, dot (normal_10.xyz, normalize((tmpvar_11 + normalize(tmpvar_2))))), (_Shininess * 128.0)) * tmpvar_9.w); c_13.xyz = (((((tmpvar_9.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_10.xyz, tmpvar_11))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_14)) * (tmpvar_12.w * 2.0)); c_13.w = (((textureCube (_Cube, tmpvar_5) * tmpvar_9.w).w * _ReflectColor.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_14) * tmpvar_12.w)); c_4.xyz = c_13.xyz; c_4.w = 0.0; gl_FragData[0] = c_4; }