uniform vec4 _Color;
uniform sampler2D _Illum;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform vec4 unity_Ambient;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 col_2;
  vec4 light_3;
  vec4 c_4;
  vec2 tmpvar_5;
  vec3 v_6;
  vec3 tmpvar_7;
  tmpvar_7 = normalize(gl_TexCoord[2].xyz);
  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));
  c_4 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5)) * _Color);
  light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[3])));
  light_3.xyz = (light_3.xyz + unity_Ambient.xyz);
  vec4 c_8;
  c_8.xyz = (c_4.xyz * light_3.xyz);
  c_8.w = c_4.w;
  col_2.w = c_8.w;
  col_2.xyz = (c_8.xyz + (c_4.xyz * texture2D (_Illum, (gl_TexCoord[1].xy + tmpvar_5)).w));
  gl_FragData[0] = col_2;
}


// stats: 16 alu 4 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 3 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _Parallax (high float) 1x1 [-1]
//  #2: unity_Ambient (high float) 4x1 [-1]
// textures: 4
//  #0: _Illum (high 2d) 0x0 [-1]
//  #1: _LightBuffer (high 2d) 0x0 [-1]
//  #2: _MainTex (high 2d) 0x0 [-1]
//  #3: _ParallaxMap (high 2d) 0x0 [-1]