uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform samplerCube _Cube;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform vec4 _ReflectColor;
uniform float _Shininess;
uniform vec4 _SpecColor;
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;
  vec3 tmpvar_5;
  vec2 tmpvar_6;
  vec3 v_7;
  vec3 tmpvar_8;
  tmpvar_8 = normalize(tmpvar_2);
  v_7.xy = tmpvar_8.xy;
  v_7.z = (tmpvar_8.z + 0.42);
  tmpvar_6 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_8.xy / v_7.z));
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_6));
  vec4 normal_10;
  normal_10.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_6)).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);
  vec4 tmpvar_12;
  tmpvar_12 = texture2D (_LightTexture0, vec2(dot (tmpvar_3, tmpvar_3)));
  vec4 c_13;
  float spec_14;
  spec_14 = (pow (max (0.0, 
    dot (normal_10.xyz, normalize((tmpvar_11 + normalize(tmpvar_2))))
  ), (_Shininess * 128.0)) * tmpvar_9.w);
  c_13.xyz = (((
    ((tmpvar_9.xyz * _Color.xyz) * _LightColor0.xyz)
   * 
    max (0.0, dot (normal_10.xyz, tmpvar_11))
  ) + (
    (_LightColor0.xyz * _SpecColor.xyz)
   * spec_14)) * (tmpvar_12.w * 2.0));
  c_13.w = (((textureCube (_Cube, tmpvar_5) * tmpvar_9.w).w * _ReflectColor.w) + ((_LightColor0.w * _SpecColor.w) * (spec_14 * tmpvar_12.w)));
  c_4.xyz = c_13.xyz;
  c_4.w = 0.0;
  gl_FragData[0] = c_4;
}


// stats: 43 alu 5 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 6 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _LightColor0 (high float) 4x1 [-1]
//  #2: _Parallax (high float) 1x1 [-1]
//  #3: _ReflectColor (high float) 4x1 [-1]
//  #4: _Shininess (high float) 1x1 [-1]
//  #5: _SpecColor (high float) 4x1 [-1]
// textures: 5
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _Cube (high cube) 0x0 [-1]
//  #2: _LightTexture0 (high 2d) 0x0 [-1]
//  #3: _MainTex (high 2d) 0x0 [-1]
//  #4: _ParallaxMap (high 2d) 0x0 [-1]
