uniform float _BumpAmt;
uniform sampler2D _BumpMap;
uniform sampler2D _GrabTexture;
uniform vec4 _GrabTexture_TexelSize;
uniform sampler2D _MainTex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 tmpvar_2;
  tmpvar_2.zw = tmpvar_1.zw;
  vec4 normal_3;
  normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0);
  normal_3.z = sqrt(((1.0 - 
    (normal_3.x * normal_3.x)
  ) - (normal_3.y * normal_3.y)));
  tmpvar_2.xy = (((normal_3.xy * _BumpAmt) * (_GrabTexture_TexelSize.xy * tmpvar_1.z)) + tmpvar_1.xy);
  gl_FragData[0] = (texture2DProj (_GrabTexture, tmpvar_2) * texture2D (_MainTex, gl_TexCoord[2].xy));
}


// stats: 12 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 2 (total size: 0)
//  #0: _BumpAmt (high float) 1x1 [-1]
//  #1: _GrabTexture_TexelSize (high float) 4x1 [-1]
// textures: 3
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _GrabTexture (high 2d) 0x0 [-1]
//  #2: _MainTex (high 2d) 0x0 [-1]
