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;
  vec2 tmpvar_2;
  vec3 v;
  vec3 tmpvar_3;
  tmpvar_3 = normalize (gl_TexCoord[1].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[2])));
  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;
  gl_FragData[0] = c_i0;
}

