uniform vec4 _Color; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _SpecColor; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 light_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.xyz = (light_2.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0)))); vec4 c_4; float spec_5; spec_5 = (light_2.w * tmpvar_3.w); c_4.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * spec_5)); c_4.w = ((tmpvar_3.w * _Color.w) + (spec_5 * _SpecColor.w)); gl_FragData[0] = c_4; } // stats: 16 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _SpecColor (high float) 4x1 [-1] // textures: 4 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1] // #2: unity_Lightmap (high 2d) 0x0 [-1] // #3: unity_LightmapInd (high 2d) 0x0 [-1]