uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 light_3; vec2 tmpvar_4; vec3 v_5; vec3 tmpvar_6; tmpvar_6 = normalize(gl_TexCoord[1].xyz); v_5.xy = tmpvar_6.xy; v_5.z = (tmpvar_6.z + 0.42); tmpvar_4 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_6.xy / v_5.z)); vec4 tmpvar_7; tmpvar_7 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_4)) * _Color); vec4 normal_8; normal_8.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_4)).wy * 2.0) - 1.0); normal_8.z = sqrt(((1.0 - (normal_8.x * normal_8.x) ) - (normal_8.y * normal_8.y))); vec4 tmpvar_9; tmpvar_9 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_3.w = tmpvar_9.w; light_3.xyz = (tmpvar_9.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0)))); vec4 c_10; c_10.xyz = (tmpvar_7.xyz * light_3.xyz); c_10.w = tmpvar_7.w; gl_FragData[0] = c_10; } // inputs: 1, stats: 25 alu 6 tex 0 flow