uniform vec4 _Color;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[3].xyz;
  vec4 light_3;
  vec4 c_4;
  vec3 v_5;
  vec3 tmpvar_6;
  tmpvar_6 = normalize(gl_TexCoord[1].xyz);
  v_5.xy = tmpvar_6.xy;
  v_5.z = (tmpvar_6.z + 0.42);
  c_4 = (texture2D (_MainTex, (tmpvar_1.xy + (
    ((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0))
   * 
    (tmpvar_6.xy / v_5.z)
  ))) * _Color);
  light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
  light_3.xyz = (light_3.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
  vec4 c_7;
  c_7.xyz = (c_4.xyz * light_3.xyz);
  c_7.w = c_4.w;
  gl_FragData[0] = c_7;
}


// stats: 17 alu 5 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 2 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _Parallax (high float) 1x1 [-1]
// textures: 5
//  #0: _LightBuffer (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
//  #2: _ParallaxMap (high 2d) 0x0 [-1]
//  #3: unity_Lightmap (high 2d) 0x0 [-1]
//  #4: unity_LightmapInd (high 2d) 0x0 [-1]
