uniform sampler2D _BumpMap;
uniform sampler2D _ColorControl;
uniform vec4 _horizonColor;
void main ()
{
  vec4 col_1;
  vec4 normal_2;
  normal_2.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0);
  normal_2.z = sqrt(((1.0 - 
    (normal_2.x * normal_2.x)
  ) - (normal_2.y * normal_2.y)));
  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)));
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_ColorControl, vec2(dot (gl_TexCoord[2].xyz, ((normal_2.xyz + normal_3.xyz) * 0.5))));
  col_1.xyz = mix (tmpvar_4.xyz, _horizonColor.xyz, tmpvar_4.www);
  col_1.w = _horizonColor.w;
  gl_FragData[0] = col_1;
}


// stats: 18 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
//  #0: _horizonColor (high float) 4x1 [-1]
// textures: 2
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _ColorControl (high 2d) 0x0 [-1]
