uniform sampler2D _MainTex; uniform vec4 _GrabTexture_TexelSize; uniform sampler2D _GrabTexture; uniform sampler2D _BumpMap; uniform float _BumpAmt; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = tmpvar_1; vec4 normal; normal.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); tmpvar_2.xy = ((((normal.xy * _BumpAmt) * _GrabTexture_TexelSize.xy) * tmpvar_1.z) + tmpvar_1.xy); gl_FragData[0] = (texture2DProj (_GrabTexture, tmpvar_2) * texture2D (_MainTex, gl_TexCoord[2].xy)); }