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