uniform vec4 unity_Ambient; uniform vec4 _SpecColor; uniform vec4 _ReflectColor; 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[2]; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[3]; vec4 tmpvar_4; tmpvar_4 = gl_TexCoord[4]; 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; vec4 tmpvar_8; tmpvar_8 = texture2D (_MainTex, tmpvar_1.xy); vec4 normal_9; normal_9.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_9.z = sqrt(((1.0 - (normal_9.x * normal_9.x)) - (normal_9.y * normal_9.y))); vec3 tmpvar_10; tmpvar_10.x = dot (tmpvar_2.xyz, normal_9.xyz); tmpvar_10.y = dot (tmpvar_3.xyz, normal_9.xyz); tmpvar_10.z = dot (tmpvar_4.xyz, normal_9.xyz); vec4 tmpvar_11; tmpvar_11 = (textureCube (_Cube, (tmpvar_7 - (2.0 * (dot (tmpvar_10, tmpvar_7) * tmpvar_10)))) * tmpvar_8.w); vec4 tmpvar_12; tmpvar_12 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_6.w = tmpvar_12.w; light_6.xyz = (tmpvar_12.xyz + unity_Ambient.xyz); vec4 c_13; float tmpvar_14; tmpvar_14 = (tmpvar_12.w * tmpvar_8.w); c_13.xyz = (((tmpvar_8 * _Color).xyz * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * tmpvar_14)); c_13.w = ((tmpvar_11.w * _ReflectColor.w) + (tmpvar_14 * _SpecColor.w)); col_5.w = c_13.w; col_5.xyz = (c_13.xyz + (tmpvar_11.xyz * _ReflectColor.xyz)); gl_FragData[0] = col_5; }