#version 300 es layout(location=0) out mediump vec4 _glesFragData[4]; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; uniform sampler2D _MainTex; in highp vec2 xlv_TEXCOORD0; in highp vec4 xlv_TEXCOORD4; void main () { lowp vec4 c_1; lowp vec3 tmpvar_2; lowp vec3 tmpvar_3; mediump vec4 c_4; lowp vec4 tmpvar_5; tmpvar_5 = texture (_MainTex, xlv_TEXCOORD0); c_4 = tmpvar_5; tmpvar_2 = c_4.xyz; tmpvar_3 = ((c_4.xyz * 2.0) - 1.0); mediump mat3 tmpvar_6; tmpvar_6[uint(0)].x = 0.8164966; tmpvar_6[uint(0)].y = -0.4082483; tmpvar_6[uint(0)].z = -0.4082483; tmpvar_6[1u].x = 0.0; tmpvar_6[1u].y = 0.7071068; tmpvar_6[1u].z = -0.7071068; tmpvar_6[2u].x = 0.5773503; tmpvar_6[2u].y = 0.5773503; tmpvar_6[2u].z = 0.5773503; mediump vec3 normal_7; normal_7 = tmpvar_3; mediump vec3 scalePerBasisVector_8; mediump vec3 lm_9; lowp vec3 tmpvar_10; tmpvar_10 = (2.0 * texture (unity_Lightmap, xlv_TEXCOORD4.xy).xyz); lm_9 = tmpvar_10; lowp vec3 tmpvar_11; tmpvar_11 = (2.0 * texture (unity_LightmapInd, xlv_TEXCOORD4.xy).xyz); scalePerBasisVector_8 = tmpvar_11; lm_9 = (lm_9 * dot (clamp ( (tmpvar_6 * normal_7) , 0.0, 1.0), scalePerBasisVector_8)); c_1.xyz = (tmpvar_2 * lm_9); c_1.w = 1.0; _glesFragData[0] = c_1; } // stats: 19 alu 3 tex 0 flow // inputs: 2 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // #1: xlv_TEXCOORD4 (high float) 4x1 [-1] // textures: 3 // #0: unity_Lightmap (low 2d) 0x0 [-1] // #1: unity_LightmapInd (low 2d) 0x0 [-1] // #2: _MainTex (low 2d) 0x0 [-1]