uniform sampler2D _ShadowMapTexture;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 c_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 c_8;
  c_8.xyz = ((tmpvar_6.xyz * _LightColor0.xyz) * ((max (0.0, dot (normal_7.xyz, gl_TexCoord[2].xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[4]).x) * 2.0));
  c_8.w = tmpvar_6.w;
  c_2.w = c_8.w;
  c_2.xyz = (c_8.xyz + (tmpvar_6.xyz * gl_TexCoord[3].xyz));
  gl_FragData[0] = c_2;
}

