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]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[3]; vec4 c; 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))); vec3 LightCoord_i0; LightCoord_i0 = tmpvar_2.xyz; vec4 c_i0_i1; c_i0_i1.xyz = ((tmpvar_5.xyz * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, normalize (gl_TexCoord[2].xyz))) * ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w)) * 2.0)); c_i0_i1.w = tmpvar_5.w; c = c_i0_i1; c.w = 0.0; gl_FragData[0] = c; }