uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 light; vec2 tmpvar_3; vec3 v; vec3 tmpvar_4; tmpvar_4 = normalize (gl_TexCoord[1].xyz); v = tmpvar_4; v.z = (tmpvar_4.z + 0.42); tmpvar_3 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_4.xy / v.z)); vec4 tmpvar_5; tmpvar_5 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_3)) * _Color); vec4 normal; normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_3)).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec4 tmpvar_6; tmpvar_6 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2]))); light = tmpvar_6; light.xyz = (tmpvar_6.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0)))); vec4 c_i0; c_i0.xyz = (tmpvar_5.xyz * light.xyz); c_i0.w = tmpvar_5.w; gl_FragData[0] = c_i0; }