uniform vec4 _horizonColor; uniform sampler2D _ColorControl; uniform sampler2D _BumpMap; void main () { vec2 tmpvar_1[2]; tmpvar_1[0] = gl_TexCoord[0].xy; tmpvar_1[1] = gl_TexCoord[1].xy; vec4 col; vec4 normal; normal.xy = ((texture2D (_BumpMap, tmpvar_1[0]).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec4 normal_i0; normal_i0.xy = ((texture2D (_BumpMap, tmpvar_1[1]).wy * 2.0) - 1.0); normal_i0.z = sqrt (((1.0 - (normal_i0.x * normal_i0.x)) - (normal_i0.y * normal_i0.y))); float tmpvar_2; tmpvar_2 = dot (gl_TexCoord[2].xyz, ((normal.xyz + normal_i0.xyz) * 0.5)); vec2 tmpvar_3; tmpvar_3.x = tmpvar_2; tmpvar_3.y = tmpvar_2; vec4 tmpvar_4; tmpvar_4 = texture2D (_ColorControl, tmpvar_3); col.xyz = mix (tmpvar_4.xyz, _horizonColor.xyz, tmpvar_4.www); col.w = _horizonColor.w; gl_FragData[0] = col; }