uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform sampler2D _ShadowMapTexture; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c_2; vec2 tmpvar_3; vec3 v_4; vec3 tmpvar_5; tmpvar_5 = normalize(gl_TexCoord[1].xyz); v_4.xy = tmpvar_5.xy; v_4.z = (tmpvar_5.z + 0.42); tmpvar_3 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_5.xy / v_4.z)); vec4 tmpvar_6; tmpvar_6 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_3)) * _Color); vec4 normal_7; normal_7.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_3)).wy * 2.0) - 1.0); normal_7.z = sqrt(((1.0 - (normal_7.x * normal_7.x) ) - (normal_7.y * normal_7.y))); vec4 c_8; c_8.xyz = ((tmpvar_6.xyz * _LightColor0.xyz) * (( max (0.0, dot (normal_7.xyz, gl_TexCoord[2].xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[4]).x) * 2.0)); c_8.w = tmpvar_6.w; c_2.w = c_8.w; c_2.xyz = (c_8.xyz + (tmpvar_6.xyz * gl_TexCoord[3].xyz)); gl_FragData[0] = c_2; } // inputs: 1, stats: 25 alu 4 tex 0 flow