uniform vec4 _horizonColor;
uniform sampler2D _ColorControl;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 col_1;
  vec4 normal_2;
  normal_2.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0);
  normal_2.z = sqrt(((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
  vec4 normal_3;
  normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0);
  normal_3.z = sqrt(((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y)));
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_ColorControl, vec2(dot (gl_TexCoord[2].xyz, ((normal_2.xyz + normal_3.xyz) * 0.5))));
  col_1.xyz = mix (tmpvar_4.xyz, _horizonColor.xyz, tmpvar_4.www);
  col_1.w = _horizonColor.w;
  gl_FragData[0] = col_1;
}

