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; vec4 light; vec3 tmpvar_5; tmpvar_5.x = tmpvar_2.w; tmpvar_5.y = tmpvar_3.w; tmpvar_5.z = tmpvar_4.w; vec2 tmpvar_6; vec3 v; vec3 tmpvar_7; tmpvar_7 = normalize (gl_TexCoord[1].xyz); v = tmpvar_7; v.z = (tmpvar_7.z + 0.42); tmpvar_6 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v.z)); vec4 tmpvar_8; tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_6)); vec4 normal; normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_6)).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec3 tmpvar_9; tmpvar_9 = normal.xyz; vec3 tmpvar_10; tmpvar_10.x = dot (tmpvar_2.xyz, tmpvar_9); tmpvar_10.y = dot (tmpvar_3.xyz, tmpvar_9); tmpvar_10.z = dot (tmpvar_4.xyz, tmpvar_9); vec4 tmpvar_11; tmpvar_11 = (textureCube (_Cube, reflect (tmpvar_5, tmpvar_10)) * tmpvar_8.w); vec4 tmpvar_12; tmpvar_12 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2]))); light = tmpvar_12; light.xyz = (tmpvar_12.xyz + unity_Ambient.xyz); vec4 c_i0; c_i0.xyz = ((tmpvar_8 * _Color).xyz * light.xyz); c_i0.w = (tmpvar_11.w * _ReflectColor.w); col = c_i0; col.xyz = (c_i0.xyz + (tmpvar_11.xyz * _ReflectColor.xyz)); gl_FragData[0] = col; }