uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[1].xyz; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[3]; vec4 c_4; vec2 tmpvar_5; vec3 v_6; vec3 tmpvar_7; tmpvar_7 = normalize(tmpvar_2); v_6.xy = tmpvar_7.xy; v_6.z = (tmpvar_7.z + 0.42); tmpvar_5 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v_6.z)); vec4 tmpvar_8; tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5)); vec4 normal_9; normal_9.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_5)).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 = normalize(gl_TexCoord[2].xyz); float atten_11; atten_11 = ((float((tmpvar_3.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_3.xy / tmpvar_3.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_3.xyz, tmpvar_3.xyz))).w); vec4 c_12; float tmpvar_13; tmpvar_13 = (pow (max (0.0, dot (normal_9.xyz, normalize((tmpvar_10 + normalize(tmpvar_2))))), (_Shininess * 128.0)) * tmpvar_8.w); c_12.xyz = (((((tmpvar_8.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_9.xyz, tmpvar_10))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_13)) * (atten_11 * 2.0)); c_12.w = ((tmpvar_8.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_13) * atten_11)); c_4.xyz = c_12.xyz; c_4.w = 0.0; gl_FragData[0] = c_4; }