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; vec2 tmpvar_4; vec3 v; vec3 tmpvar_5; tmpvar_5 = normalize (tmpvar_2); v = tmpvar_5; v.z = (tmpvar_5.z + 0.42); tmpvar_4 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_5.xy / v.z)); vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_4)); vec4 normal; normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_4)).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec3 tmpvar_7; tmpvar_7 = normal.xyz; vec3 tmpvar_8; tmpvar_8 = normalize (gl_TexCoord[2].xyz); vec3 LightCoord_i0; LightCoord_i0 = tmpvar_3.xyz; float atten; atten = ((float((tmpvar_3.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_3.xy / tmpvar_3.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w); vec4 c_i0; float tmpvar_9; tmpvar_9 = (pow (max (0.0, dot (tmpvar_7, normalize ((tmpvar_8 + normalize (tmpvar_2))))), (_Shininess * 128.0)) * tmpvar_6.w); c_i0.xyz = (((((tmpvar_6.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_7, tmpvar_8))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_9)) * (atten * 2.0)); c_i0.w = ((tmpvar_6.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_9) * atten)); c = c_i0; c.w = 0.0; gl_FragData[0] = c; }