uniform vec4 _Color;
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 light_2;
  vec4 c_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);
  c_3 = (texture2D (_MainTex, (tmpvar_1.xy + (
    ((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0))
   * 
    (tmpvar_5.xy / v_4.z)
  ))) * _Color);
  light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
  light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
  vec4 c_6;
  c_6.xyz = (c_3.xyz * light_2.xyz);
  c_6.w = c_3.w;
  gl_FragData[0] = c_6;
}


// stats: 13 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [3] 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: 3
//  #0: _LightBuffer (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
//  #2: _ParallaxMap (high 2d) 0x0 [-1]
