uniform vec4 unity_Ambient; uniform vec4 _ReflectColor; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform samplerCube _Cube; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[3]; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[4]; vec4 tmpvar_4; tmpvar_4 = gl_TexCoord[5]; vec4 col_5; vec4 light_6; vec3 tmpvar_7; tmpvar_7.x = tmpvar_2.w; tmpvar_7.y = tmpvar_3.w; tmpvar_7.z = tmpvar_4.w; vec2 tmpvar_8; vec3 v_9; vec3 tmpvar_10; tmpvar_10 = normalize(gl_TexCoord[1].xyz); v_9.xy = tmpvar_10.xy; v_9.z = (tmpvar_10.z + 0.42); tmpvar_8 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_10.xy / v_9.z)); vec4 tmpvar_11; tmpvar_11 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_8)); vec4 normal_12; normal_12.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_8)).wy * 2.0) - 1.0); normal_12.z = sqrt(((1.0 - (normal_12.x * normal_12.x)) - (normal_12.y * normal_12.y))); vec3 tmpvar_13; tmpvar_13.x = dot (tmpvar_2.xyz, normal_12.xyz); tmpvar_13.y = dot (tmpvar_3.xyz, normal_12.xyz); tmpvar_13.z = dot (tmpvar_4.xyz, normal_12.xyz); vec4 tmpvar_14; tmpvar_14 = (textureCube (_Cube, (tmpvar_7 - (2.0 * (dot (tmpvar_13, tmpvar_7) * tmpvar_13)))) * tmpvar_11.w); vec4 tmpvar_15; tmpvar_15 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_6.w = tmpvar_15.w; light_6.xyz = (tmpvar_15.xyz + unity_Ambient.xyz); vec4 c_16; c_16.xyz = ((tmpvar_11 * _Color).xyz * light_6.xyz); c_16.w = (tmpvar_14.w * _ReflectColor.w); col_5.w = c_16.w; col_5.xyz = (c_16.xyz + (tmpvar_14.xyz * _ReflectColor.xyz)); gl_FragData[0] = col_5; }