uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 c_2;
  vec4 c_3;
  vec2 tmpvar_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);
  tmpvar_4 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_6.xy / v_5.z));
  c_3 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_4)) * _Color);
  vec4 normal_7;
  normal_7.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_4)).wy * 2.0) - 1.0);
  normal_7.z = sqrt(((1.0 - 
    (normal_7.x * normal_7.x)
  ) - (normal_7.y * normal_7.y)));
  vec4 c_8;
  c_8.xyz = ((c_3.xyz * _LightColor0.xyz) * ((
    max (0.0, dot (normal_7.xyz, gl_TexCoord[2].xyz))
   * texture2DProj (_ShadowMapTexture, gl_TexCoord[4]).x) * 2.0));
  c_8.w = c_3.w;
  c_2.w = c_8.w;
  c_2.xyz = (c_8.xyz + (c_3.xyz * gl_TexCoord[3].xyz));
  gl_FragData[0] = c_2;
}


// stats: 25 alu 4 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 3 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _LightColor0 (high float) 4x1 [-1]
//  #2: _Parallax (high float) 1x1 [-1]
// textures: 4
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
//  #2: _ParallaxMap (high 2d) 0x0 [-1]
//  #3: _ShadowMapTexture (high 2d) 0x0 [-1]
