uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _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;
  vec3 tmpvar_3;
  tmpvar_3 = gl_TexCoord[3].xyz;
  vec4 c_4;
  vec2 tmpvar_5;
  vec3 v_6;
  vec3 tmpvar_7;
  tmpvar_7 = normalize(tmpvar_2);
  v_6.xy = tmpvar_7.xy;
  v_6.z = (tmpvar_7.z + 0.42);
  tmpvar_5 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v_6.z));
  vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5));
  vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * _Color);
  vec4 normal_10;
  normal_10.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_5)).wy * 2.0) - 1.0);
  normal_10.z = sqrt(((1.0 - (normal_10.x * normal_10.x)) - (normal_10.y * normal_10.y)));
  vec3 tmpvar_11;
  tmpvar_11 = normalize(gl_TexCoord[2].xyz);
  float atten_12;
  atten_12 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_3, tmpvar_3))).w * textureCube (_LightTexture0, tmpvar_3).w);
  vec4 c_13;
  float tmpvar_14;
  tmpvar_14 = (pow (max (0.0, dot (normal_10.xyz, normalize((tmpvar_11 + normalize(tmpvar_2))))), (_Shininess * 128.0)) * tmpvar_8.w);
  c_13.xyz = ((((tmpvar_9.xyz * _LightColor0.xyz) * max (0.0, dot (normal_10.xyz, tmpvar_11))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_14)) * (atten_12 * 2.0));
  c_13.w = (tmpvar_9.w + (((_LightColor0.w * _SpecColor.w) * tmpvar_14) * atten_12));
  c_4.xyz = c_13.xyz;
  c_4.w = 0.0;
  gl_FragData[0] = c_4;
}

