uniform vec4 unity_Ambient;
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];
  vec4 light_2;
  vec2 tmpvar_3;
  vec3 v_4;
  vec3 tmpvar_5;
  tmpvar_5 = normalize(gl_TexCoord[1].xyz);
  v_4.xy = tmpvar_5.xy;
  v_4.z = (tmpvar_5.z + 0.42);
  tmpvar_3 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_5.xy / v_4.z));
  vec4 tmpvar_6;
  tmpvar_6 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_3)) * _Color);
  vec4 normal_7;
  normal_7.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_3)).wy * 2.0) - 1.0);
  normal_7.z = sqrt(((1.0 - (normal_7.x * normal_7.x)) - (normal_7.y * normal_7.y)));
  vec4 tmpvar_8;
  tmpvar_8 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
  light_2.w = tmpvar_8.w;
  light_2.xyz = (tmpvar_8.xyz + unity_Ambient.xyz);
  vec4 c_9;
  c_9.xyz = (tmpvar_6.xyz * light_2.xyz);
  c_9.w = tmpvar_6.w;
  gl_FragData[0] = c_9;
}

